Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

59 lines
1.7 KiB

//========= 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