historical/toontown-classic.git/panda/include/zSpinParticle.h

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2024-01-16 11:20:27 -06:00
/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file zSpinParticle.h
* @author charles
* @date 2000-08-16
*/
#ifndef ZSPINPARTICLE_H
#define ZSPINPARTICLE_H
#include "baseParticle.h"
/**
* describes a particle that spins along its z axis. this is kind of an
* intermediary class- if you're using a SpriteParticleRenderer and you want
* your sprites to spin without having them be full-blown oriented (i.e.
* angry quat math), use this.
*/
class EXPCL_PANDA_PARTICLESYSTEM ZSpinParticle : public BaseParticle {
public:
ZSpinParticle();
ZSpinParticle(const ZSpinParticle &copy);
virtual ~ZSpinParticle();
virtual PhysicsObject *make_copy() const;
virtual void init();
virtual void update();
virtual void die();
virtual PN_stdfloat get_theta() const;
INLINE void set_initial_angle(PN_stdfloat t);
INLINE PN_stdfloat get_initial_angle() const;
INLINE void set_final_angle(PN_stdfloat t);
INLINE PN_stdfloat get_final_angle() const;
// 'set_final_angle' and 'angular_velocity' are mutually exclusive apis if
// angular-velocity is specified, final_angle is ignored
INLINE void set_angular_velocity(PN_stdfloat v);
INLINE PN_stdfloat get_angular_velocity() const;
INLINE void enable_angular_velocity(bool bEnabled);
INLINE bool get_angular_velocity_enabled() const;
virtual void output(std::ostream &out) const;
virtual void write(std::ostream &out, int indent=0) const;
private:
PN_stdfloat _initial_angle;
PN_stdfloat _final_angle;
PN_stdfloat _cur_angle;
PN_stdfloat _angular_velocity;
bool _bUseAngularVelocity;
};
#include "zSpinParticle.I"
#endif // ZSPINPARTICLE_H