/usr/include/libwildmagic/Wm5ParticleController.h is in libwildmagic-dev 5.13-1+b2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 | // Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2010/10/01)
#ifndef WM5PARTICLECONTROLLER_H
#define WM5PARTICLECONTROLLER_H
#include "Wm5GraphicsLIB.h"
#include "Wm5Controller.h"
#include "Wm5Particles.h"
namespace Wm5
{
class WM5_GRAPHICS_ITEM ParticleController : public Controller
{
WM5_DECLARE_RTTI;
WM5_DECLARE_NAMES;
WM5_DECLARE_STREAM(ParticleController);
protected:
// Abstract base class. Construction and destruction. The object to
// which this is attached must be Particles.
ParticleController ();
public:
virtual ~ParticleController ();
// The system motion, in local coordinates. The velocity vectors should
// be unit length.
float SystemLinearSpeed;
float SystemAngularSpeed;
AVector SystemLinearAxis;
AVector SystemAngularAxis;
float SystemSizeChange;
// Particle motion, in the model space of the system. The velocity
// vectors should be unit length. In applications where the points
// represent a rigid body, you might choose the origin of the system to
// be the center of mass of the particles and the coordinate axes to
// correspond to the principal directions of the inertia tensor.
inline int GetNumParticles () const;
inline float* GetParticleLinearSpeed () const;
inline AVector* GetParticleLinearAxis () const;
inline float* GetParticleSizeChange () const;
// The animation update. The application time is in milliseconds.
virtual bool Update (double applicationTime);
protected:
// For deferred allocation of the particle motion arrays.
void Reallocate (int numParticles);
virtual void SetObject (ControlledObject* object);
// This class computes the new positions and orientations from the motion
// parameters. Derived classes should update the motion parameters and
// then either call the base class update methods or provide its own
// update methods for position and orientation.
virtual void UpdateSystemMotion (float ctrlTime);
virtual void UpdatePointMotion (float ctrlTime);
int mNumParticles;
float* mParticleLinearSpeed;
AVector* mParticleLinearAxis;
float* mParticleSizeChange;
};
WM5_REGISTER_STREAM(ParticleController);
typedef Pointer0<ParticleController> ParticleControllerPtr;
#include "Wm5ParticleController.inl"
}
#endif
|