29 #include "../../idlib/precompiled.h"
32 #include "../Game_local.h"
65 if ( damping >= 0.0
f && damping < 1.0
f ) {
135 dir2 = dragOrigin - centerOfMass;
virtual const idVec3 & GetOrigin(int id=0) const =0
const idVec3 & GetDragPosition(void) const
virtual const idVec3 & GetLinearVelocity(int id=0) const =0
virtual void SetLinearVelocity(const idVec3 &newLinearVelocity, int id=0)=0
idVec3 Cross(const idVec3 &a) const
virtual void RemovePhysics(const idPhysics *phys)
void SetDragPosition(const idVec3 &pos)
void SetPhysics(idPhysics *physics, int id, const idVec3 &p)
virtual void Evaluate(int time)
void GetMassProperties(const float density, float &mass, idVec3 ¢erOfMass, idMat3 &inertiaTensor) const
bool IsTraceModel(void) const
idVec3 ToAngularVelocity(void) const
virtual ~idForce_Drag(void)
virtual const idMat3 & GetAxis(int id=0) const =0
void Set(const idVec3 &rotationOrigin, const idVec3 &rotationVec, const float rotationAngle)
virtual idClipModel * GetClipModel(int id=0) const =0
const idVec3 GetDraggedPosition(void) const
#define CLASS_DECLARATION(nameofsuperclass, nameofclass)
virtual void SetAngularVelocity(const idVec3 &newAngularVelocity, int id=0)=0
static float ACos(float a)