mirror of
https://github.com/id-Software/DOOM-3.git
synced 2026-03-19 16:39:27 +01:00
hello world
This commit is contained in:
155
neo/d3xp/physics/Force_Drag.cpp
Normal file
155
neo/d3xp/physics/Force_Drag.cpp
Normal file
@@ -0,0 +1,155 @@
|
||||
/*
|
||||
===========================================================================
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user