Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
//
// DmeJiggleBone
//
//=============================================================================
// Valve includes
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmejigglebone.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// DmeJiggleBone
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeJiggleBone, CDmeJiggleBone );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeJiggleBone::OnConstruction()
{
// flags
m_bRigid.InitAndSet( this, "rigid", false );
m_bFlexible.InitAndSet( this, "flexible", false );
m_bBaseSpring.InitAndSet( this, "baseSpring", false );
m_bYawConstrained.InitAndSet( this, "yawConstrained", false );
m_bPitchConstrained.InitAndSet( this, "pitchConstrained", false );
m_bLengthConstrained.InitAndSet( this, "lengthConstrained", false );
m_bAngleConstrained.InitAndSet( this, "angleConstrained", false );
// general params
m_flLength.InitAndSet( this, "length", 10.0f );
m_flTipMass.Init( this, "tipMass" );
// angle constraint
m_flAngleLimit.Init( this, "angleLimit" );
// yaw constraint
m_flYawMin.Init( this, "yawMin" );
m_flYawMax.Init( this, "yawMax" );
m_flYawFriction.Init( this, "yawFriction" );
m_flYawBounce.Init( this, "yawBounce" );
// flexible params
m_flYawStiffness.InitAndSet( this, "yawStiffness", 100.0f );
m_flYawDamping.Init( this, "yawDamping" );
m_flPitchStiffness.InitAndSet( this, "pitchStiffness", 100.0f );
m_flPitchDamping.Init( this, "pitchDamping" );
m_flAlongStiffness.InitAndSet( this, "alongStiffness", 100.0f );
m_flAlongDamping.Init( this, "alongDamping" );
// pitch constraint
m_flPitchMin.Init( this, "pitchMin" );
m_flPitchMax.Init( this, "pitchMax" );
m_flPitchFriction.Init( this, "pitchFriction" );
m_flPitchBounce.Init( this, "pitchBounce" );
// base spring
m_flBaseMass.Init( this, "baseMass" );
m_flBaseStiffness.Init( this, "baseStiffness", 100.0f );
m_flBaseDamping.Init( this, "baseDamping" );
// base spring yaw
m_flBaseYawMin.Init( this, "baseYawMin", -100.0f );
m_flBaseYawMax.Init( this, "baseYawMax", 100.0f );
m_flBaseYawFriction.Init( this, "baseYawFriction" );
// base spring pitch
m_flBasePitchMin.Init( this, "basePitchMin", -100.0f );
m_flBasePitchMax.Init( this, "basePitchMax", 100.0f );
m_flBasePitchFriction.Init( this, "basePitchFriction" );
// base spring pitch
m_flBaseAlongMin.Init( this, "baseAlongMin", -100.0f );
m_flBaseAlongMax.Init( this, "baseAlongMax", 100.0f );
m_flBaseAlongFriction.Init( this, "baseAlongFriction" );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeJiggleBone::OnDestruction()
{
}