201 lines
4.7 KiB
C++
201 lines
4.7 KiB
C++
// Copyright (C) 2007 Id Software, Inc.
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//
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#include "../precompiled.h"
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#pragma hdrstop
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#if defined( _DEBUG ) && !defined( ID_REDIRECT_NEWDELETE )
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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#include "Force_Field.h"
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#include "Clip.h"
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#include "../Entity.h"
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#include "Physics_Player.h"
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#include "Physics_Monster.h"
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#include "../WorldSpawn.h"
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CLASS_DECLARATION( idForce, idForce_Field )
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END_CLASS
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/*
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================
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idForce_Field::idForce_Field
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================
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*/
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idForce_Field::idForce_Field( void ) {
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type = FORCEFIELD_UNIFORM;
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applyType = FORCEFIELD_APPLY_FORCE;
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magnitude = 0.0f;
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dir.Set( 0, 0, 1 );
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randomTorque = 0.0f;
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playerOnly = false;
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monsterOnly = false;
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clipModel = NULL;
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}
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/*
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================
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idForce_Field::~idForce_Field
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================
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*/
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idForce_Field::~idForce_Field( void ) {
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if ( this->clipModel != NULL ) {
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gameLocal.clip.DeleteClipModel( this->clipModel );
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}
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}
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/*
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================
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idForce_Field::SetClipModel
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================
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*/
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void idForce_Field::SetClipModel( idClipModel *clipModel ) {
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if ( this->clipModel != NULL && clipModel != this->clipModel ) {
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gameLocal.clip.DeleteClipModel( this->clipModel );
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}
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this->clipModel = clipModel;
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}
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/*
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================
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idForce_Field::Uniform
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================
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*/
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void idForce_Field::Uniform( const idVec3 &force ) {
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dir = force;
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magnitude = dir.Normalize();
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type = FORCEFIELD_UNIFORM;
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}
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/*
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================
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idForce_Field::Explosion
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================
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*/
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void idForce_Field::Explosion( float force ) {
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magnitude = force;
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type = FORCEFIELD_EXPLOSION;
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}
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/*
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================
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idForce_Field::Implosion
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================
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*/
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void idForce_Field::Implosion( float force ) {
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magnitude = force;
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type = FORCEFIELD_IMPLOSION;
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}
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/*
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================
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idForce_Field::RandomTorque
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================
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*/
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void idForce_Field::RandomTorque( float force ) {
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randomTorque = force;
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}
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/*
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================
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idForce_Field::Evaluate
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================
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*/
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void idForce_Field::Evaluate( int time ) {
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int numClipModels, i;
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idBounds bounds;
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idVec3 force, torque, angularVelocity;
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const idClipModel* cm;
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const idClipModel* clipModelList[ MAX_GENTITIES ];
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assert( clipModel );
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bounds.FromTransformedBounds( clipModel->GetBounds(), clipModel->GetOrigin(), clipModel->GetAxis() );
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numClipModels = gameLocal.clip.ClipModelsTouchingBounds( CLIP_DEBUG_PARMS bounds, -1, clipModelList, MAX_GENTITIES, NULL );
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for ( i = 0; i < numClipModels; i++ ) {
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cm = clipModelList[ i ];
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if ( !cm->IsTraceModel() ) {
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continue;
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}
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idEntity *entity = cm->GetEntity();
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idPhysics *physics = entity->GetPhysics();
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if ( playerOnly && !physics->IsType( idPhysics_Player::Type ) ) {
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continue;
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}
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if ( !gameLocal.clip.ContentsModel( CLIP_DEBUG_PARMS cm->GetOrigin(), cm, cm->GetAxis(), -1, clipModel, clipModel->GetOrigin(), clipModel->GetAxis() ) ) {
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continue;
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}
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switch( type ) {
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case FORCEFIELD_UNIFORM: {
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force = dir;
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break;
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}
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case FORCEFIELD_EXPLOSION: {
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force = cm->GetOrigin() - clipModel->GetOrigin();
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force.Normalize();
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break;
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}
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case FORCEFIELD_IMPLOSION: {
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force = clipModel->GetOrigin() - cm->GetOrigin();
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force.Normalize();
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break;
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}
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default: {
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gameLocal.Error( "idForce_Field: invalid type" );
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break;
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}
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}
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if ( randomTorque != 0.0f ) {
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torque[0] = gameLocal.random.CRandomFloat();
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torque[1] = gameLocal.random.CRandomFloat();
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torque[2] = gameLocal.random.CRandomFloat();
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if ( torque.Normalize() == 0.0f ) {
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torque[2] = 1.0f;
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}
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}
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switch( applyType ) {
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case FORCEFIELD_APPLY_FORCE: {
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if ( randomTorque != 0.0f ) {
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entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * magnitude );
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}
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else {
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entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * magnitude );
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}
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break;
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}
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case FORCEFIELD_APPLY_VELOCITY: {
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physics->SetLinearVelocity( force * magnitude, cm->GetId() );
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if ( randomTorque != 0.0f ) {
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angularVelocity = physics->GetAngularVelocity( cm->GetId() );
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physics->SetAngularVelocity( 0.5f * (angularVelocity + torque * randomTorque), cm->GetId() );
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}
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break;
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}
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case FORCEFIELD_APPLY_IMPULSE: {
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if ( randomTorque != 0.0f ) {
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entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * magnitude );
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}
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else {
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entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * magnitude );
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}
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break;
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}
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default: {
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gameLocal.Error( "idForce_Field: invalid apply type" );
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break;
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}
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}
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}
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}
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