open_toontown_panda3d/panda/src/particlesystem/zSpinParticle.h

70 lines
2.2 KiB
C++

// Filename: zSpinParticle.h
// Created by: charles (16Aug00)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
#ifndef ZSPINPARTICLE_H
#define ZSPINPARTICLE_H
#include "baseParticle.h"
////////////////////////////////////////////////////////////////////
// Class : ZSpinParticle
// Description : 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_PANDAPHYSICS 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(ostream &out) const;
virtual void write(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