Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// various transform-related inputs - translation, rotation, etc.
//
//=============================================================================
#ifndef DMETRANSFORMINPUT_H
#define DMETRANSFORMINPUT_H
#ifdef _WIN32
#pragma once
#endif
#include "movieobjects/dmeinput.h"
//-----------------------------------------------------------------------------
// translation input
//-----------------------------------------------------------------------------
class CDmeTranslationInput : public CDmeInput { DEFINE_ELEMENT( CDmeTranslationInput, CDmeInput );
public: virtual bool IsDirty(); // ie needs to operate
virtual void Operate();
virtual void GetInputAttributes ( CUtlVector< CDmAttribute * > &attrs ); virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
protected: CDmaVar< Vector > m_translation; };
//-----------------------------------------------------------------------------
// rotation input
//-----------------------------------------------------------------------------
class CDmeRotationInput : public CDmeInput { DEFINE_ELEMENT( CDmeRotationInput, CDmeInput );
public: virtual bool IsDirty(); // ie needs to operate
virtual void Operate();
virtual void GetInputAttributes ( CUtlVector< CDmAttribute * > &attrs ); virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
// these should only be used by the application - not other dme's!
void SetRotation( const Quaternion& quat ); void SetRotation( const QAngle& qangle );
protected: CDmaVar< Quaternion > m_orientation; CDmaVar< QAngle > m_angles; };
#endif // DMETRANSFORMINPUT_H
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