sqwarmed/sdk_src/game/client/particle_collision.h

77 lines
2.0 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#if !defined( PARTICLE_COLLISION_H )
#define PARTICLE_COLLISION_H
#ifdef _WIN32
#pragma once
#endif
#include "particles_simple.h"
#include "particlemgr.h"
#define MAX_COLLISION_PLANES 6
//
// CBaseSimpleCollision
//
class CBaseSimpleCollision
{
public:
CBaseSimpleCollision( void );
static CBaseSimpleCollision *Create( void ) { return new CBaseSimpleCollision; }
virtual void Setup( const Vector &origin, float speed, float gravity );
virtual void TraceLine( const Vector &start, const Vector &end, trace_t *pTrace, bool coarse = true );
void ClearActivePlanes( void );
protected:
virtual void TestForPlane( const Vector &start, const Vector &dir, float speed, float gravity );
virtual void ConsiderPlane( cplane_t *plane );
VPlane m_collisionPlanes[MAX_COLLISION_PLANES];
int m_nActivePlanes;
};
//
// CParticleCollision
//
class CParticleCollision : public CBaseSimpleCollision
{
public:
CParticleCollision( void );
static CParticleCollision *Create( void ) { return new CParticleCollision; }
virtual void Setup( const Vector &origin, const Vector *dir, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen );
virtual bool MoveParticle( Vector &origin, Vector &velocity, float *rollDelta, float timeDelta, trace_t *pTrace );
void SetGravity( float gravity ) { m_flGravity = gravity; }
void SetCollisionDampen( float dampen ) { m_flCollisionDampen = dampen; }
void SetAngularCollisionDampen( float dampen ) { m_flAngularCollisionDampen = dampen;}
protected:
float m_flGravity;
float m_flCollisionDampen;
float m_flAngularCollisionDampen;
};
#endif //PARTICLE_COLLISION_H