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