/** * @file llhudeffectbeam.h * @brief LLHUDEffectBeam class definition * * Copyright (c) 2002-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. */ #ifndef LL_LLHUDEFFECTBEAM_H #define LL_LLHUDEFFECTBEAM_H #include "llhudeffect.h" #include "llframetimer.h" #include "llinterp.h" class LLViewerObject; const S32 NUM_POINTS = 5; class LLHUDEffectBeam : public LLHUDEffect { public: /*virtual*/ void setSourceObject(LLViewerObject *objp); // A beam can have either a target object or a target position void setTargetObject(LLViewerObject *objp); void setTargetPos(const LLVector3d &target_pos_global); friend class LLHUDObject; protected: LLHUDEffectBeam(const U8 type); ~LLHUDEffectBeam(); /*virtual*/ void render(); /*virtual*/ void packData(LLMessageSystem *mesgsys); /*virtual*/ void unpackData(LLMessageSystem *mesgsys, S32 blocknum); private: void setupParticle(const S32 i); F32 mKillTime; LLFrameTimer mTimer; LLInterpLinear mInterp[NUM_POINTS]; LLInterpLinear mInterpFade[NUM_POINTS]; LLInterpLinear mFadeInterp; LLVector3d mTargetPos; }; #endif // LL_LLHUDEFFECTBEAM_H