Counter Strike : Global Offensive Source Code
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//====== Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ======
//
// DmeJiggleBone
//
//============================================================================
#ifndef DMEJIGGLEBONE_H
#define DMEJIGGLEBONE_H
#if defined( _WIN32 )
#pragma once
#endif
// Valve includes
#include "mdlobjects/dmeproceduralbone.h"
//-----------------------------------------------------------------------------
// DmeJiggleBone
//-----------------------------------------------------------------------------
class CDmeJiggleBone : public CDmeProceduralBone { DEFINE_ELEMENT( CDmeJiggleBone, CDmeProceduralBone );
public:
// flags
CDmaVar< bool > m_bRigid; CDmaVar< bool > m_bFlexible; CDmaVar< bool > m_bBaseSpring; CDmaVar< bool > m_bYawConstrained; CDmaVar< bool > m_bPitchConstrained; CDmaVar< bool > m_bLengthConstrained; CDmaVar< bool > m_bAngleConstrained;
// general params
CDmaVar< float > m_flLength; CDmaVar< float > m_flTipMass;
// angle constraint
CDmaVar< float > m_flAngleLimit; // Angles
// yaw constraint
CDmaVar< float > m_flYawMin; // Angle
CDmaVar< float > m_flYawMax; // Angle
CDmaVar< float > m_flYawFriction; CDmaVar< float > m_flYawBounce;
// pitch constraint
CDmaVar< float > m_flPitchMin; // Angle
CDmaVar< float > m_flPitchMax; // Angle
CDmaVar< float > m_flPitchFriction; CDmaVar< float > m_flPitchBounce;
// flexible params
CDmaVar< float > m_flYawStiffness; // [0, 1000]
CDmaVar< float > m_flYawDamping; // [0, 10]
CDmaVar< float > m_flPitchStiffness; // [0, 1000]
CDmaVar< float > m_flPitchDamping; // [0, 10]
CDmaVar< float > m_flAlongStiffness; // [0, 1000]
CDmaVar< float > m_flAlongDamping; // [0, 10]
// base spring
CDmaVar< float > m_flBaseMass; CDmaVar< float > m_flBaseStiffness; // [0, 1000]
CDmaVar< float > m_flBaseDamping; // [0, 10]
// base spring yaw
CDmaVar< float > m_flBaseYawMin; CDmaVar< float > m_flBaseYawMax; CDmaVar< float > m_flBaseYawFriction;
// base spring pitch
CDmaVar< float > m_flBasePitchMin; CDmaVar< float > m_flBasePitchMax; CDmaVar< float > m_flBasePitchFriction;
// base spring along
CDmaVar< float > m_flBaseAlongMin; CDmaVar< float > m_flBaseAlongMax; CDmaVar< float > m_flBaseAlongFriction;
};
#endif // DMEJIGGLEBONE_H
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