123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189 |
- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "../../idlib/precompiled.h"
- #pragma hdrstop
- #ifdef _D3XP
- #include "../Game_local.h"
- CLASS_DECLARATION( idForce, idForce_Grab )
- END_CLASS
- /*
- ================
- idForce_Grab::Save
- ================
- */
- void idForce_Grab::Save( idSaveGame *savefile ) const {
-
- savefile->WriteFloat( damping );
- savefile->WriteVec3( goalPosition );
- savefile->WriteFloat( distanceToGoal );
- savefile->WriteInt( id );
- }
- /*
- ================
- idForce_Grab::Restore
- ================
- */
- void idForce_Grab::Restore( idRestoreGame *savefile ) {
- //Note: Owner needs to call set physics
- savefile->ReadFloat( damping );
- savefile->ReadVec3( goalPosition );
- savefile->ReadFloat( distanceToGoal );
- savefile->ReadInt( id );
- }
- /*
- ================
- idForce_Grab::idForce_Grab
- ================
- */
- idForce_Grab::idForce_Grab( void ) {
- damping = 0.5f;
- physics = NULL;
- id = 0;
- }
- /*
- ================
- idForce_Grab::~idForce_Grab
- ================
- */
- idForce_Grab::~idForce_Grab( void ) {
- }
- /*
- ================
- idForce_Grab::Init
- ================
- */
- void idForce_Grab::Init( float damping ) {
- if ( damping >= 0.0f && damping < 1.0f ) {
- this->damping = damping;
- }
- }
- /*
- ================
- idForce_Grab::SetPhysics
- ================
- */
- void idForce_Grab::SetPhysics( idPhysics *phys, int id, const idVec3 &goal ) {
- this->physics = phys;
- this->id = id;
- this->goalPosition = goal;
- }
- /*
- ================
- idForce_Grab::SetGoalPosition
- ================
- */
- void idForce_Grab::SetGoalPosition( const idVec3 &goal ) {
- this->goalPosition = goal;
- }
- /*
- =================
- idForce_Grab::GetDistanceToGoal
- =================
- */
- float idForce_Grab::GetDistanceToGoal( void ) {
- return distanceToGoal;
- }
- /*
- ================
- idForce_Grab::Evaluate
- ================
- */
- void idForce_Grab::Evaluate( int time ) {
- if ( !physics ) {
- return;
- }
- idVec3 forceDir, v, objectCenter;
- float forceAmt;
- float mass = physics->GetMass(id);
- objectCenter = physics->GetAbsBounds(id).GetCenter();
- if ( g_grabberRandomMotion.GetBool() && !gameLocal.isMultiplayer ) {
- // Jitter the objectCenter around so it doesn't remain stationary
- float SinOffset = idMath::Sin( (float)(gameLocal.time)/66.f );
- float randScale1 = gameLocal.random.RandomFloat();
- float randScale2 = gameLocal.random.CRandomFloat();
- objectCenter.x += ( SinOffset * 3.5f * randScale1 ) + ( randScale2 * 1.2f );
- objectCenter.y += ( SinOffset * -3.5f * randScale1 ) + ( randScale2 * 1.4f );
- objectCenter.z += ( SinOffset * 2.4f * randScale1 ) + ( randScale2 * 1.6f );
- }
- forceDir = goalPosition - objectCenter;
- distanceToGoal = forceDir.Normalize();
- float temp = distanceToGoal;
- if ( temp > 12.f && temp < 32.f ) {
- temp = 32.f;
- }
- forceAmt = (1000.f * mass) + (500.f * temp * mass);
- if ( forceAmt/mass > 120000.f ) {
- forceAmt = 120000.f * mass;
- }
- physics->AddForce( id, objectCenter, forceDir * forceAmt );
- if ( distanceToGoal < 196.f ) {
- v = physics->GetLinearVelocity( id );
- physics->SetLinearVelocity( v * damping, id );
- }
- if ( distanceToGoal < 16.f ) {
- v = physics->GetAngularVelocity(id);
- if ( v.LengthSqr() > Square(8) ) {
- physics->SetAngularVelocity( v * 0.99999f, id );
- }
- }
- }
- /*
- ================
- idForce_Grab::RemovePhysics
- ================
- */
- void idForce_Grab::RemovePhysics( const idPhysics *phys ) {
- if ( physics == phys ) {
- physics = NULL;
- }
- }
- #endif // _D3XP
|