etqw-sdk/source/game/physics/Force_Field.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __FORCE_FIELD_H__
#define __FORCE_FIELD_H__
/*
===============================================================================
Force field
===============================================================================
*/
#include "Force.h"
enum forceFieldType {
FORCEFIELD_UNIFORM,
FORCEFIELD_EXPLOSION,
FORCEFIELD_IMPLOSION
};
enum forceFieldApplyType {
FORCEFIELD_APPLY_FORCE,
FORCEFIELD_APPLY_VELOCITY,
FORCEFIELD_APPLY_IMPULSE
};
class idForce_Field : public idForce {
public:
CLASS_PROTOTYPE( idForce_Field );
idForce_Field( void );
virtual ~idForce_Field( void );
// uniform constant force
void Uniform( const idVec3 &force );
// explosion from clip model origin
void Explosion( float force );
// implosion towards clip model origin
void Implosion( float force );
// add random torque
void RandomTorque( float force );
// should the force field apply a force, velocity or impulse
void SetApplyType( const forceFieldApplyType type ) { applyType = type; }
// make the force field only push players
void SetPlayerOnly( bool set ) { playerOnly = set; }
// make the force field only push monsters
void SetMonsterOnly( bool set ) { monsterOnly = set; }
// clip model describing the extents of the force field
void SetClipModel( idClipModel *clipModel );
idClipModel* GetClipModel( void ) { return clipModel; }
public: // common force interface
virtual void Evaluate( int time );
private:
// force properties
forceFieldType type;
forceFieldApplyType applyType;
float magnitude;
idVec3 dir;
float randomTorque;
bool playerOnly;
bool monsterOnly;
idClipModel * clipModel;
};
#endif /* !__FORCE_FIELD_H__ */