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Disk.h
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#ifndef DISK_H
#define DISK_H
#include <zenilib.h>
#include <Zeni/Collision.h>
#include <Zeni/Model.h>
#include <Zeni/Quaternion.h>
#include <Zeni/Sound.h>
#include <Zeni/Vector3f.h>
#include <queue>
class Disk {
public:
Disk(const Zeni::Point3f &end_point_a, const Zeni::Point3f &end_point_b,
const float &radius_ = 130.0f,
const Zeni::Vector3f &scale_ = Zeni::Vector3f(1.0f, 1.0f, 1.0f),
const Zeni::Quaternion &rotation_ = Zeni::Quaternion::Axis_Angle(Zeni::Vector3f(0.0f, 0.0f, 1.0f), 0.0f));
Disk(const Disk &rhs);
Disk & operator=(const Disk &rhs);
~Disk();
void render();
void collide();
const Zeni::Collision::Capsule & get_body() const {return m_body;}
Zeni::Point3f get_plane_position(const Zeni::Collision::Sphere &ball);
const Zeni::Vector3f get_normal() const {return m_end_point_a - m_end_point_b;}
float get_tilt_forward() const {return tilt_forward;}
float get_tilt_leftward() const {return tilt_leftward;}
void tilt(const float &forward, const float &leftward);
private:
void create_body();
Zeni::Model * m_model;
static unsigned long m_instance_count;
static std::queue<Zeni::Model *> reusable_models;
static bool model_num;
//Zeni::Sound_Source * m_source;
Zeni::Point3f m_end_point_a;
Zeni::Point3f m_end_point_b;
float m_radius;
Zeni::Vector3f m_scale;
Zeni::Quaternion m_rotation;
float tilt_forward;
float tilt_leftward;
Zeni::Collision::Capsule m_body;
};
#endif