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- /*
- ===========================================================================
- 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
- #include "../Game_local.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;
- }
- /*
- ================
- idForce_Drag::~idForce_Drag
- ================
- */
- idForce_Drag::~idForce_Drag( void ) {
- }
- /*
- ================
- idForce_Drag::Init
- ================
- */
- void idForce_Drag::Init( float damping ) {
- if ( damping >= 0.0f && damping < 1.0f ) {
- this->damping = damping;
- }
- }
- /*
- ================
- 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( rotation.ToAngularVelocity() / MS2SEC( USERCMD_MSEC ), id );
- velocity = physics->GetLinearVelocity( id ) * damping + dir1 * ( ( l1 - l2 ) * ( 1.0f - damping ) / MS2SEC( USERCMD_MSEC ) );
- physics->SetLinearVelocity( velocity, id );
- }
- /*
- ================
- idForce_Drag::RemovePhysics
- ================
- */
- void idForce_Drag::RemovePhysics( const idPhysics *phys ) {
- if ( physics == phys ) {
- physics = NULL;
- }
- }
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