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Aquaria/Aquaria/Hair.h
fgenesis 68b3c61852 Add RenderState to be passed through the scene graph
This will eventually handle all mutable state during rendering
2022-05-20 01:04:19 +02:00

63 lines
1.6 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef __hair__
#define __hair__
#include "../BBGE/Quad.h"
struct HairNode
{
HairNode() : percent(0), problem(false), angleDiff(0)
{}
float percent; // percent of how much force is affected on this node
Vector position; // position of the hair node
Vector defaultPosition; // default position of the hair node
Vector originalPosition;
bool problem;
float angleDiff;
};
class Hair : public RenderObject
{
public:
Hair(int nodes=40, float segmentLength=3, float width=18);
void exertForce(const Vector &force, float dt, int usePerc=0);
void updatePositions();
void returnToDefaultPositions(float dt);
float hairWidth;
std::vector<HairNode> hairNodes;
void setHeadPosition(const Vector &pos);
void exertWave(float dt);
void exertGravityWave(float dt);
HairNode *getHairNode(int idx);
protected:
float segmentLength;
void onUpdate(float dt);
void onRender(const RenderState& rs) const OVERRIDE;
};
#endif