Quake 4 integrated with DoomRTX

This commit is contained in:
Justin Marshall
2026-05-09 22:10:40 -07:00
parent 8c4a087aa9
commit d37f87e493
436 changed files with 277587 additions and 10254 deletions
@@ -0,0 +1,37 @@
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
CLASS_DECLARATION( idPhysics_RigidBody, rvPhysics_VehicleMonster )
END_CLASS
/*
================
rvPhysics_VehicleMonster::Evaluate
Evaluate the impulse based rigid body physics.
When a collision occurs an impulse is applied at the moment of impact but
the remaining time after the collision is ignored.
================
*/
bool rvPhysics_VehicleMonster::Evaluate( int timeStepMSec, int endTimeMSec ) {
if ( idPhysics_RigidBody::Evaluate( timeStepMSec, endTimeMSec ) ) {
idAngles euler = current.i.orientation.ToAngles();
euler.pitch = 0.0f;
euler.roll = 0.0f;
current.i.orientation = euler.ToMat3();
return true;
}
return false;
}
void rvPhysics_VehicleMonster::SetGravity ( const idVec3 & v ) {
gravityVector = v;
gravityNormal = gameLocal.GetGravity( );
gravityNormal.Normalize();
}