etqw-sdk/source/game/physics/Force_Drag.cpp

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#include "../precompiled.h"
#pragma hdrstop
#if defined( _DEBUG ) && !defined( ID_REDIRECT_NEWDELETE )
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#include "Force_Drag.h"
#include "Physics.h"
#include "Clip.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;
maxForce = 100.f;
}
/*
================
idForce_Drag::~idForce_Drag
================
*/
idForce_Drag::~idForce_Drag( void ) {
}
/*
================
idForce_Drag::Init
================
*/
void idForce_Drag::Init( float damping, float _maxForce ) {
if ( damping >= 0.0f && damping < 1.0f ) {
this->damping = damping;
}
maxForce = _maxForce;
}
/*
================
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( physics->GetAngularVelocity() + ( rotation.ToAngularVelocity() / MS2SEC( gameLocal.msec ) ), id );
idVec3 acceleration = dir1 * ( l1 - l2 ) / MS2SEC( gameLocal.msec );
idVec3 force = acceleration * physics->GetMass();
force.Truncate( maxForce );
acceleration = force / physics->GetMass();
physics->SetLinearVelocity( physics->GetLinearVelocity( id ) + acceleration * MS2SEC( gameLocal.msec ), id );*/
idVec3 dir = dragPosition - dragOrigin;
float len = dir.Normalize();
len /= 128.f;
if ( len < 1.f ) {
len = 1.f;
}
dir *= maxForce / len;
physics->AddForce( 0, dragOrigin, dir );
}
/*
================
idForce_Drag::RemovePhysics
================
*/
void idForce_Drag::RemovePhysics( const idPhysics *phys ) {
if ( physics == phys ) {
physics = NULL;
}
}