#include "../../idlib/precompiled.h" #pragma hdrstop #include "../Game_local.h" CLASS_DECLARATION( idForce, idForce_Drag ) END_CLASS /* ================ idForce_Drag::idForce_Drag ================ */ idForce_Drag::idForce_Drag( void ) { damping = 0.5f; dragPosition = vec3_zero; physics = NULL; id = 0; p = vec3_zero; dragPosition = vec3_zero; } /* ================ idForce_Drag::~idForce_Drag ================ */ idForce_Drag::~idForce_Drag( void ) { } /* ================ idForce_Drag::Init ================ */ void idForce_Drag::Init( float damping ) { if ( damping >= 0.0f && damping < 1.0f ) { this->damping = damping; } } /* ================ idForce_Drag::SetPhysics ================ */ void idForce_Drag::SetPhysics( idPhysics *phys, int id, const idVec3 &p ) { this->physics = phys; this->id = id; this->p = p; } /* ================ idForce_Drag::SetDragPosition ================ */ void idForce_Drag::SetDragPosition( const idVec3 &pos ) { this->dragPosition = pos; } /* ================ idForce_Drag::GetDragPosition ================ */ const idVec3 &idForce_Drag::GetDragPosition( void ) const { return this->dragPosition; } /* ================ idForce_Drag::GetDraggedPosition ================ */ const idVec3 idForce_Drag::GetDraggedPosition( void ) const { return ( physics->GetOrigin( id ) + p * physics->GetAxis( id ) ); } /* ================ idForce_Drag::Evaluate ================ */ void idForce_Drag::Evaluate( int time ) { float l1, l2, mass; idVec3 dragOrigin, dir1, dir2, velocity, centerOfMass; idMat3 inertiaTensor; idRotation rotation; idClipModel *clipModel; if ( !physics ) { return; } clipModel = physics->GetClipModel( id ); if ( clipModel != NULL && clipModel->IsTraceModel() ) { clipModel->GetMassProperties( 1.0f, mass, centerOfMass, inertiaTensor ); } else { centerOfMass.Zero(); } centerOfMass = physics->GetOrigin( id ) + centerOfMass * physics->GetAxis( id ); dragOrigin = physics->GetOrigin( id ) + p * physics->GetAxis( id ); dir1 = dragPosition - centerOfMass; dir2 = dragOrigin - centerOfMass; l1 = dir1.Normalize(); l2 = dir2.Normalize(); rotation.Set( centerOfMass, dir2.Cross( dir1 ), RAD2DEG( idMath::ACos( dir1 * dir2 ) ) ); physics->SetAngularVelocity( rotation.ToAngularVelocity() / MS2SEC( gameLocal.GetMSec() ), id ); // RAVEN BEGIN // bdube: use GetMSec access rather than USERCMD_TIME velocity = physics->GetLinearVelocity( id ) * damping + dir1 * ( ( l1 - l2 ) * ( 1.0f - damping ) / MS2SEC( gameLocal.GetMSec ( ) ) ); // RAVEN END physics->SetLinearVelocity( velocity, id ); } /* ================ idForce_Drag::RemovePhysics ================ */ void idForce_Drag::RemovePhysics( const idPhysics *phys ) { if ( physics == phys ) { physics = NULL; } }