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DoomRTX/neo/doom3/game/physics/Force_Constant.h
T
Justin Marshall 8c4a087aa9 Filesystem update.
2026-05-09 07:54:14 -07:00

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/*
===========================================================================
IceTech GPL Source Code
Copyright (C) 2026 Justin Marshall
This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
IceTech 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.
IceTech 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 IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the IceTech 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 IceTech 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 Justin Marshall, justinmarshall20@gmail.com
===========================================================================
*/
#ifndef __FORCE_CONSTANT_H__
#define __FORCE_CONSTANT_H__
/*
===============================================================================
Constant force
===============================================================================
*/
class idForce_Constant : public idForce {
public:
CLASS_PROTOTYPE( idForce_Constant );
idForce_Constant( void );
virtual ~idForce_Constant( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
// constant force
void SetForce( const idVec3 &force );
// set force position
void SetPosition( idPhysics *physics, int id, const idVec3 &point );
void SetPhysics( idPhysics *physics );
public: // common force interface
virtual void Evaluate( int time );
virtual void RemovePhysics( const idPhysics *phys );
private:
// force properties
idVec3 force;
idPhysics * physics;
int id;
idVec3 point;
};
#endif /* !__FORCE_CONSTANT_H__ */