etqw-sdk/source/game/physics/Force_Field.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_Field.h"
#include "Clip.h"
#include "../Entity.h"
#include "Physics_Player.h"
#include "Physics_Monster.h"
#include "../WorldSpawn.h"
CLASS_DECLARATION( idForce, idForce_Field )
END_CLASS
/*
================
idForce_Field::idForce_Field
================
*/
idForce_Field::idForce_Field( void ) {
type = FORCEFIELD_UNIFORM;
applyType = FORCEFIELD_APPLY_FORCE;
magnitude = 0.0f;
dir.Set( 0, 0, 1 );
randomTorque = 0.0f;
playerOnly = false;
monsterOnly = false;
clipModel = NULL;
}
/*
================
idForce_Field::~idForce_Field
================
*/
idForce_Field::~idForce_Field( void ) {
if ( this->clipModel != NULL ) {
gameLocal.clip.DeleteClipModel( this->clipModel );
}
}
/*
================
idForce_Field::SetClipModel
================
*/
void idForce_Field::SetClipModel( idClipModel *clipModel ) {
if ( this->clipModel != NULL && clipModel != this->clipModel ) {
gameLocal.clip.DeleteClipModel( this->clipModel );
}
this->clipModel = clipModel;
}
/*
================
idForce_Field::Uniform
================
*/
void idForce_Field::Uniform( const idVec3 &force ) {
dir = force;
magnitude = dir.Normalize();
type = FORCEFIELD_UNIFORM;
}
/*
================
idForce_Field::Explosion
================
*/
void idForce_Field::Explosion( float force ) {
magnitude = force;
type = FORCEFIELD_EXPLOSION;
}
/*
================
idForce_Field::Implosion
================
*/
void idForce_Field::Implosion( float force ) {
magnitude = force;
type = FORCEFIELD_IMPLOSION;
}
/*
================
idForce_Field::RandomTorque
================
*/
void idForce_Field::RandomTorque( float force ) {
randomTorque = force;
}
/*
================
idForce_Field::Evaluate
================
*/
void idForce_Field::Evaluate( int time ) {
int numClipModels, i;
idBounds bounds;
idVec3 force, torque, angularVelocity;
const idClipModel* cm;
const idClipModel* clipModelList[ MAX_GENTITIES ];
assert( clipModel );
bounds.FromTransformedBounds( clipModel->GetBounds(), clipModel->GetOrigin(), clipModel->GetAxis() );
numClipModels = gameLocal.clip.ClipModelsTouchingBounds( CLIP_DEBUG_PARMS bounds, -1, clipModelList, MAX_GENTITIES, NULL );
for ( i = 0; i < numClipModels; i++ ) {
cm = clipModelList[ i ];
if ( !cm->IsTraceModel() ) {
continue;
}
idEntity *entity = cm->GetEntity();
idPhysics *physics = entity->GetPhysics();
if ( playerOnly && !physics->IsType( idPhysics_Player::Type ) ) {
continue;
}
if ( !gameLocal.clip.ContentsModel( CLIP_DEBUG_PARMS cm->GetOrigin(), cm, cm->GetAxis(), -1, clipModel, clipModel->GetOrigin(), clipModel->GetAxis() ) ) {
continue;
}
switch( type ) {
case FORCEFIELD_UNIFORM: {
force = dir;
break;
}
case FORCEFIELD_EXPLOSION: {
force = cm->GetOrigin() - clipModel->GetOrigin();
force.Normalize();
break;
}
case FORCEFIELD_IMPLOSION: {
force = clipModel->GetOrigin() - cm->GetOrigin();
force.Normalize();
break;
}
default: {
gameLocal.Error( "idForce_Field: invalid type" );
break;
}
}
if ( randomTorque != 0.0f ) {
torque[0] = gameLocal.random.CRandomFloat();
torque[1] = gameLocal.random.CRandomFloat();
torque[2] = gameLocal.random.CRandomFloat();
if ( torque.Normalize() == 0.0f ) {
torque[2] = 1.0f;
}
}
switch( applyType ) {
case FORCEFIELD_APPLY_FORCE: {
if ( randomTorque != 0.0f ) {
entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * magnitude );
}
else {
entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * magnitude );
}
break;
}
case FORCEFIELD_APPLY_VELOCITY: {
physics->SetLinearVelocity( force * magnitude, cm->GetId() );
if ( randomTorque != 0.0f ) {
angularVelocity = physics->GetAngularVelocity( cm->GetId() );
physics->SetAngularVelocity( 0.5f * (angularVelocity + torque * randomTorque), cm->GetId() );
}
break;
}
case FORCEFIELD_APPLY_IMPULSE: {
if ( randomTorque != 0.0f ) {
entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * magnitude );
}
else {
entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * magnitude );
}
break;
}
default: {
gameLocal.Error( "idForce_Field: invalid apply type" );
break;
}
}
}
}