//-----------------------------------------------------------------------------
// Purpose: Returns the magnitude of the entity's angular velocity.
//-----------------------------------------------------------------------------
void CPointVelocitySensor::SampleVelocity( void )
{
	if ( m_hTargetEntity == NULL )
		return;

	Vector vecVelocity;

	if ( m_hTargetEntity->GetMoveType() == MOVETYPE_VPHYSICS )
	{
		IPhysicsObject *pPhys = m_hTargetEntity->VPhysicsGetObject();
		if ( pPhys != NULL )
		{
			pPhys->GetVelocity( &vecVelocity, NULL );
		}
	}
	else
	{
		vecVelocity = m_hTargetEntity->GetAbsVelocity();
	}

	/*
	float flSpeed = VectorNormalize( vecVelocity );
	float flDot = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;
	*/
	// We want the component of the velocity vector in the direction of the axis, which since the
	// axis is normalized is simply their dot product (eg V . A = |V|*|A|*cos(theta) )
	m_fPrevVelocity = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;

	// if it's changed since the last frame, poke the output 
	if ( m_fPrevVelocity != m_Velocity.Get() )
	{
		m_Velocity.Set( m_fPrevVelocity, NULL, NULL );
	}
}