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DoomRTX/neo/doom3/game/physics/Force_Drag.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_DRAG_H__
#define __FORCE_DRAG_H__
/*
===============================================================================
Drag force
===============================================================================
*/
class idForce_Drag : public idForce {
public:
CLASS_PROTOTYPE( idForce_Drag );
idForce_Drag( void );
virtual ~idForce_Drag( void );
// initialize the drag force
void Init( float damping );
// set physics object being dragged
void SetPhysics( idPhysics *physics, int id, const idVec3 &p );
// set position to drag towards
void SetDragPosition( const idVec3 &pos );
// get the position dragged towards
const idVec3 & GetDragPosition( void ) const;
// get the position on the dragged physics object
const idVec3 GetDraggedPosition( void ) const;
public: // common force interface
virtual void Evaluate( int time );
virtual void RemovePhysics( const idPhysics *phys );
private:
// properties
float damping;
// positioning
idPhysics * physics; // physics object
int id; // clip model id of physics object
idVec3 p; // position on clip model
idVec3 dragPosition; // drag towards this position
};
#endif /* !__FORCE_DRAG_H__ */