Force_Drag.cpp (4274B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 23 24 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. 25 26 =========================================================================== 27 */ 28 29 #pragma hdrstop 30 #include "../../idlib/precompiled.h" 31 32 33 #include "../Game_local.h" 34 35 CLASS_DECLARATION( idForce, idForce_Drag ) 36 END_CLASS 37 38 /* 39 ================ 40 idForce_Drag::idForce_Drag 41 ================ 42 */ 43 idForce_Drag::idForce_Drag() { 44 damping = 0.5f; 45 physics = NULL; 46 id = 0; 47 p = vec3_zero; 48 dragPosition = vec3_zero; 49 } 50 51 /* 52 ================ 53 idForce_Drag::~idForce_Drag 54 ================ 55 */ 56 idForce_Drag::~idForce_Drag() { 57 } 58 59 /* 60 ================ 61 idForce_Drag::Init 62 ================ 63 */ 64 void idForce_Drag::Init( float damping ) { 65 if ( damping >= 0.0f && damping < 1.0f ) { 66 this->damping = damping; 67 } 68 } 69 70 /* 71 ================ 72 idForce_Drag::SetPhysics 73 ================ 74 */ 75 void idForce_Drag::SetPhysics( idPhysics *phys, int id, const idVec3 &p ) { 76 this->physics = phys; 77 this->id = id; 78 this->p = p; 79 } 80 81 /* 82 ================ 83 idForce_Drag::SetDragPosition 84 ================ 85 */ 86 void idForce_Drag::SetDragPosition( const idVec3 &pos ) { 87 this->dragPosition = pos; 88 } 89 90 /* 91 ================ 92 idForce_Drag::GetDragPosition 93 ================ 94 */ 95 const idVec3 &idForce_Drag::GetDragPosition() const { 96 return this->dragPosition; 97 } 98 99 /* 100 ================ 101 idForce_Drag::GetDraggedPosition 102 ================ 103 */ 104 const idVec3 idForce_Drag::GetDraggedPosition() const { 105 return ( physics->GetOrigin( id ) + p * physics->GetAxis( id ) ); 106 } 107 108 /* 109 ================ 110 idForce_Drag::Evaluate 111 ================ 112 */ 113 void idForce_Drag::Evaluate( int time ) { 114 float l1, l2, mass; 115 idVec3 dragOrigin, dir1, dir2, velocity, centerOfMass; 116 idMat3 inertiaTensor; 117 idRotation rotation; 118 idClipModel *clipModel; 119 120 if ( !physics ) { 121 return; 122 } 123 124 clipModel = physics->GetClipModel( id ); 125 if ( clipModel != NULL && clipModel->IsTraceModel() ) { 126 clipModel->GetMassProperties( 1.0f, mass, centerOfMass, inertiaTensor ); 127 } else { 128 centerOfMass.Zero(); 129 } 130 131 centerOfMass = physics->GetOrigin( id ) + centerOfMass * physics->GetAxis( id ); 132 dragOrigin = physics->GetOrigin( id ) + p * physics->GetAxis( id ); 133 134 dir1 = dragPosition - centerOfMass; 135 dir2 = dragOrigin - centerOfMass; 136 l1 = dir1.Normalize(); 137 l2 = dir2.Normalize(); 138 139 rotation.Set( centerOfMass, dir2.Cross( dir1 ), RAD2DEG( idMath::ACos( dir1 * dir2 ) ) ); 140 physics->SetAngularVelocity( rotation.ToAngularVelocity() / MS2SEC( gameLocal.time - gameLocal.previousTime ), id ); 141 142 velocity = physics->GetLinearVelocity( id ) * damping + dir1 * ( ( l1 - l2 ) * ( 1.0f - damping ) / MS2SEC( gameLocal.time - gameLocal.previousTime ) ); 143 physics->SetLinearVelocity( velocity, id ); 144 } 145 146 /* 147 ================ 148 idForce_Drag::RemovePhysics 149 ================ 150 */ 151 void idForce_Drag::RemovePhysics( const idPhysics *phys ) { 152 if ( physics == phys ) { 153 physics = NULL; 154 } 155 }