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cal3d
springsystem.h
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//****************************************************************************//
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// springsystem.h //
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// Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger //
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//****************************************************************************//
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// This library is free software; you can redistribute it and/or modify it //
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// under the terms of the GNU Lesser General Public License as published by //
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// the Free Software Foundation; either version 2.1 of the License, or (at //
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// your option) any later version. //
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//****************************************************************************//
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#ifndef CAL_SPRINGSYSTEM_H
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#define CAL_SPRINGSYSTEM_H
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//****************************************************************************//
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// Includes //
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//****************************************************************************//
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#include "cal3d/global.h"
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#include "cal3d/vector.h"
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//****************************************************************************//
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// Forward declarations //
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//****************************************************************************//
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class
CalModel
;
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class
CalSubmesh
;
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//****************************************************************************//
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// Class declaration //
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//****************************************************************************//
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/*****************************************************************************/
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class
CAL3D_API
CalSpringSystem
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{
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public
:
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CalSpringSystem
(
CalModel
* pModel);
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~
CalSpringSystem
() { }
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// member functions
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public
:
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void
calculateForces(
CalSubmesh
*pSubmesh,
float
deltaTime);
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void
calculateVertices(
CalSubmesh
*pSubmesh,
float
deltaTime);
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void
update(
float
deltaTime);
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CalVector
& getGravityVector();
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void
setGravityVector(
const
CalVector
& vGravity);
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CalVector
& getForceVector();
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void
setForceVector(
const
CalVector
& vForce);
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void
setCollisionDetection(
bool
collision);
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/* DEBUG CODE ********************
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struct
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{
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float x, y, z, radius;
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} Sphere;
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void setSphere(float x, float y, float z, float radius) { Sphere.x = x; Sphere.y = y; Sphere.z = z; Sphere.radius = radius; };
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*********************************/
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private
:
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CalModel
*m_pModel;
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CalVector
m_vGravity;
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CalVector
m_vForce;
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bool
m_collision;
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};
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#endif
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//****************************************************************************//
CalSubmesh
Definition:
submesh.h:22
CalVector
The vector class.
Definition:
vector.h:36
CalSpringSystem
The spring system class.
Definition:
springsystem.h:36
CalModel
Definition:
model.h:30
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