/usr/include/cal3d/springsystem.h is in libcal3d12-dev 0.11.0-4.2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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// springsystem.h //
// Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger //
//****************************************************************************//
// This library is free software; you can redistribute it and/or modify it //
// under the terms of the GNU Lesser General Public License as published by //
// the Free Software Foundation; either version 2.1 of the License, or (at //
// your option) any later version. //
//****************************************************************************//
#ifndef CAL_SPRINGSYSTEM_H
#define CAL_SPRINGSYSTEM_H
//****************************************************************************//
// Includes //
//****************************************************************************//
#include "cal3d/global.h"
#include "cal3d/vector.h"
//****************************************************************************//
// Forward declarations //
//****************************************************************************//
class CalModel;
class CalSubmesh;
//****************************************************************************//
// Class declaration //
//****************************************************************************//
/*****************************************************************************/
/** The spring system class.
*****************************************************************************/
class CAL3D_API CalSpringSystem
{
public:
CalSpringSystem(CalModel* pModel);
~CalSpringSystem() { }
// member functions
public:
void calculateForces(CalSubmesh *pSubmesh, float deltaTime);
void calculateVertices(CalSubmesh *pSubmesh, float deltaTime);
void update(float deltaTime);
CalVector & getGravityVector();
void setGravityVector(const CalVector & vGravity);
CalVector & getForceVector();
void setForceVector(const CalVector & vForce);
void setCollisionDetection(bool collision);
/* DEBUG CODE ********************
struct
{
float x, y, z, radius;
} Sphere;
void setSphere(float x, float y, float z, float radius) { Sphere.x = x; Sphere.y = y; Sphere.z = z; Sphere.radius = radius; };
*********************************/
private:
CalModel *m_pModel;
CalVector m_vGravity;
CalVector m_vForce;
bool m_collision;
};
#endif
//****************************************************************************//
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