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