x
Yes
No
Do you want to visit DriveHQ English website?
Inicio
Características
Precios
Prueba gratuita
Software cliente
Acerca de nosotros
Servidor de archivos
|
Solución de copias de seguridad
|
Servidor FTP
|
Servidor de correo electrónico
|
Alojamiento web
|
Software cliente
Servidor de archivos
Solución de copia de seguridad
Servidor FTP
Servidor de correo electrónico
Alojamiento web
Software cliente
OISEffect.h - Hosted on DriveHQ Cloud IT Platform
Arriba
Subir
Descargar
Compartir
Publicar
Nueva carpeta
Nuevo archivo
Copiar
Cortar
Eliminar
Pegar
Clasificación
Actualizar
Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OIS\OISEffect.h
Girar
Efecto
Propiedad
Historial
/* The zlib/libpng License Copyright (c) 2006 Phillip Castaneda (pjcast -- www.wreckedgames.com) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef OIS_Effect_H #define OIS_Effect_H #include "OISPrereqs.h" namespace OIS { //Predeclare some Effect Property structs struct ForceEffect; struct ConstantEffect; struct RampEffect; struct PeriodicEffect; struct ConditionalEffect; /** Force Feedback is a relatively complex set of properties to upload to a device. The best place for information on the different properties, effects, etc is in the DX Documentation and MSDN - there are even pretty graphs ther =) As this class is modeled on the the DX interface you can apply that same knowledge to creating effects via this class on any OS supported by OIS. In anycase, this is the main class you will be using. There is *absolutely* no need to instance any of the supporting ForceEffect classes yourself. */ class _OISExport Effect { /** hidden so this class cannot be instanced with default constructor */ Effect(); public: //! Type of force enum EForce { UnknownForce = 0, ConstantForce, RampForce, PeriodicForce, ConditionalForce, CustomForce }; //! Type of effect enum EType { //Type ----- Pairs with force: Unknown = 0, //UnknownForce Constant, //ConstantForce Ramp, //RampForce Square, //PeriodicForce Triangle, //PeriodicForce Sine, //PeriodicForce SawToothUp, //PeriodicForce SawToothDown,//PeriodicForce Friction, //ConditionalForce Damper, //ConditionalForce Inertia, //ConditionalForce Spring, //ConditionalForce Custom //CustomForce }; //! Direction of the Force enum EDirection { NorthWest, North, NorthEast, East, SouthEast, South, SouthWest, West }; /** This constructor allows you to set the force type and effect. */ Effect(EForce ef, EType et); virtual ~Effect(); const EForce force; const EType type; //Infinite Time static const unsigned int OIS_INFINITE = 0xFFFFFFFF; //-------------------------------------------------------------------// //--- Set these variables before uploading or modifying an effect ---// //Direction to apply to the force - affects two axes+ effects EDirection direction; //Number of button triggering an effect (-1 means no trigger) short trigger_button; //Time to wait before an effect can be re-triggered (microseconds) unsigned int trigger_interval; //Duration of an effect (microseconds) unsigned int replay_length; //Time to wait before to start playing an effect (microseconds) unsigned int replay_delay; //Get the specific Force Effect. This should be cast depending on the EForce ForceEffect* getForceEffect() const; /** @remarks Set the number of Axes to use before the initial creation of the effect. Can only be done prior to creation! Use the FF interface to determine how many axes can be used (are availiable) */ void setNumAxes(short nAxes); /** @remarks Returns the number of axes used in this effect */ short getNumAxes() const; //------------- Library Internal -------------------------------------// /** set internally.. do not change or you will not be able to upload/stop this effect any more. It will become lost. It is mutable so even with const reference it can/will be changed by this lib */ mutable int _handle; protected: ForceEffect* effect; //Properties depend on EForce short axes; //Number of axes to use in effect }; //-----------------------------------------------------------------------------// /** Base class of all effect property classes */ struct _OISExport ForceEffect { virtual ~ForceEffect() {} }; //-----------------------------------------------------------------------------// /** An optional envelope to be applied to the start/end of an effect. If any of these values are nonzero, then the envelope will be used in setting up the effect. Not currently utilised.. But, will be soon. */ struct _OISExport Envelope : public ForceEffect { Envelope() : attackLength(0), attackLevel(0), fadeLength(0), fadeLevel(0) {} #if defined(OIS_MSVC_COMPILER) #pragma warning (push) #pragma warning (disable : 4800) #endif bool isUsed() { return attackLength | attackLevel | fadeLength | fadeLevel; } #if defined(OIS_MSVC_COMPILER) #pragma warning (pop) #endif unsigned short attackLength; unsigned short attackLevel; unsigned short fadeLength; unsigned short fadeLevel; }; //-----------------------------------------------------------------------------// /** Use this class when dealing with Force type of Constant */ struct _OISExport ConstantEffect : public ForceEffect { ConstantEffect() : level(5000) {} struct Envelope envelope; //Optional envolope signed short level; //-10K to +10k }; //-----------------------------------------------------------------------------// /** Use this class when dealing with Force type of Ramp */ struct _OISExport RampEffect : public ForceEffect { RampEffect() : startLevel(0), endLevel(0) {} struct Envelope envelope; //Optional envolope signed short startLevel; //-10K to +10k signed short endLevel; //-10K to +10k }; //-----------------------------------------------------------------------------// /** Use this class when dealing with Force type of Periodic */ struct _OISExport PeriodicEffect : public ForceEffect { PeriodicEffect() : magnitude(0), offset(0), phase(0), period(0) {} struct Envelope envelope; //Optional Envelope unsigned short magnitude; //0 to 10,0000 signed short offset; unsigned short phase; //Position at which playback begins 0 to 35,999 unsigned int period; //Period of effect (microseconds) }; //-----------------------------------------------------------------------------// /** Use this class when dealing with Force type of Condional */ struct _OISExport ConditionalEffect : public ForceEffect { ConditionalEffect() : rightCoeff(0), leftCoeff(0), rightSaturation(0), leftSaturation(0), deadband(0), center(0) {} signed short rightCoeff; //-10k to +10k (Positive Coeff) signed short leftCoeff; //-10k to +10k (Negative Coeff) unsigned short rightSaturation; //0 to 10k (Pos Saturation) unsigned short leftSaturation; //0 to 10k (Neg Saturation) //Region around center in which the condition is not active, in the range //from 0 through 10,000 unsigned short deadband; //(Offset in DX) -10k and 10k signed short center; }; } #endif //OIS_Effect_H
OISEffect.h
Dirección de la página
Dirección del archivo
Anterior
3/13
Siguiente
Descargar
( 7 KB )
Comments
Total ratings:
0
Average rating:
No clasificado
of 10
Would you like to comment?
Join now
, or
Logon
if you are already a member.