67 lines
1.8 KiB
C
67 lines
1.8 KiB
C
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/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file zSpinParticle.h
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* @author charles
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* @date 2000-08-16
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*/
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#ifndef ZSPINPARTICLE_H
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#define ZSPINPARTICLE_H
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#include "baseParticle.h"
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/**
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* describes a particle that spins along its z axis. this is kind of an
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* intermediary class- if you're using a SpriteParticleRenderer and you want
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* your sprites to spin without having them be full-blown oriented (i.e.
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* angry quat math), use this.
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*/
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class EXPCL_PANDA_PARTICLESYSTEM ZSpinParticle : public BaseParticle {
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public:
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ZSpinParticle();
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ZSpinParticle(const ZSpinParticle ©);
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virtual ~ZSpinParticle();
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virtual PhysicsObject *make_copy() const;
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virtual void init();
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virtual void update();
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virtual void die();
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virtual PN_stdfloat get_theta() const;
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INLINE void set_initial_angle(PN_stdfloat t);
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INLINE PN_stdfloat get_initial_angle() const;
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INLINE void set_final_angle(PN_stdfloat t);
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INLINE PN_stdfloat get_final_angle() const;
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// 'set_final_angle' and 'angular_velocity' are mutually exclusive apis if
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// angular-velocity is specified, final_angle is ignored
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INLINE void set_angular_velocity(PN_stdfloat v);
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INLINE PN_stdfloat get_angular_velocity() const;
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INLINE void enable_angular_velocity(bool bEnabled);
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INLINE bool get_angular_velocity_enabled() const;
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virtual void output(std::ostream &out) const;
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virtual void write(std::ostream &out, int indent=0) const;
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private:
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PN_stdfloat _initial_angle;
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PN_stdfloat _final_angle;
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PN_stdfloat _cur_angle;
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PN_stdfloat _angular_velocity;
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bool _bUseAngularVelocity;
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};
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#include "zSpinParticle.I"
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#endif // ZSPINPARTICLE_H
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