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//****************************************************************************
// "Those Funny Funguloids!"
// http://funguloids.sourceforge.net
// Copyright (c) 2006-2007, Mika Halttunen
//
// 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 OBJECT_H
#define OBJECT_H
#include <Ogre.h>
using namespace Ogre;
// Basic object type
const int OTYPE_BASIC = 0;
// Object
class Object {
protected:
Entity *mEntity; // Object entity
SceneNode *mNode; // Object node
AnimationState *mAnimState; // Object animation
String mName; // Object name
SceneManager *mSceneMgr; // SceneManager
Real mRadius; // Object radius
int mType; // Object type
public:
Object(const String &name, SceneManager *sceneMgr, const String &mesh, const Vector3 &pos, bool managed=true);
virtual ~Object();
int getType() const { return mType; }
void setAnim(const String name) {
mAnimState = mEntity->getAnimationState(name);
mAnimState->setEnabled(true);
mAnimState->setLoop(true);
}
void setScale(Real x, Real y, Real z) {
mNode->setScale(x, y, z);
setRadius(mEntity->getBoundingRadius());
}
void setRadius(Real rad) { mRadius = rad; }
Real getRadius() const { return mRadius; }
void updateAnim(Real time) {
if(mAnimState)
mAnimState->addTime(time);
}
Entity *getEntity() const {
return mEntity;
}
SceneNode *getSceneNode() const {
return mNode;
}
const String getName() const {
return mName;
}
Vector3 getPosition() const {
return mNode->getPosition();
}
void setPosition(const Vector3 &pos) {
mNode->setPosition(pos);
}
void yaw(Radian angle) {
mNode->yaw(angle);
}
void pitch(Radian angle) {
mNode->pitch(angle);
}
void translate(Real x, Real y, Real z) {
mNode->translate(x, y, z);
}
void translate(const Vector3 &trans) {
mNode->translate(trans);
}
Vector3 getDir() const {
return mNode->getOrientation() * Vector3::UNIT_Y;
}
void setDir(const Vector3 &dir) {
mNode->setDirection(-dir, SceneNode::TS_WORLD, Vector3::NEGATIVE_UNIT_Y);
}
void setCastShadows(bool cast) {
mEntity->setCastShadows(cast);
}
void setVisible(bool v) { mEntity->setVisible(v); }
bool getVisible() const { return mEntity->isVisible(); }
};
#endif
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