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source: orxonox.OLD/branches/ai/src/world_entities/creatures/md2_creature.h @ 10010

Last change on this file since 10010 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 2.7 KB
Line 
1/*!
2 * @file md2_creature.h
3 * Implements the control of a md2 model
4 */
5
6#ifndef _MD2_CREATURE_H
7#define _MD2_CREATURE_H
8
9#include "playable.h"
10
11
12template<class T> class tList;
13class Vector;
14class Event;
15
16class MD2Creature : public Playable
17{
18  ObjectListDeclaration(MD2Creature);
19
20  public:
21
22    MD2Creature(const std::string& fileName);
23    MD2Creature(const TiXmlElement* root = NULL);
24    virtual ~MD2Creature();
25
26    virtual void loadParams(const TiXmlElement* root);
27    virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f) {/* FIXME */};
28
29    virtual void enter();
30    virtual void leave();
31
32    virtual void postSpawn();
33    virtual void leftWorld();
34
35    virtual void collidesWith(WorldEntity* entity, const Vector& location);
36    virtual void tick(float time);
37    virtual void draw() const;
38
39    virtual void process(const Event &event);
40
41
42
43  private:
44    void init();
45
46    void calculateVelocity(float time);
47
48    bool                  bUp;                //!< up button pressed.
49    bool                  bDown;              //!< down button pressed.
50    bool                  bLeft;              //!< left button pressed.
51    bool                  bRight;             //!< right button pressed.
52    bool                  bAscend;            //!< ascend button pressed.
53    bool                  bDescend;           //!< descend button presses.
54    bool                  bFire;              //!< fire button pressed.
55    bool                  bRollL;             //!< rolling button pressed (left)
56    bool                  bRollR;             //!< rolling button pressed (right)
57    bool                  bStrafeL;           //!< strafe to the left side
58    bool                  bStrafeR;           //!< strafe to the rith side
59    bool                  bJump;              //!< jump
60    bool                  bMouseMotion;       //!< mouse motion evet
61
62    PNode                 cameraConnNode;     //!< The Node the camera is connected to.
63
64    float                 xMouse;             //!< mouse moved in x-Direction
65    float                 yMouse;             //!< mouse moved in y-Direction
66    float                 mouseSensitivity;   //!< the mouse sensitivity
67    float                 cycle;              //!< hovercycle
68
69    Vector                velocity;           //!< the velocity of the player.
70    Quaternion            mouseDirX;           //!< the direction where the player wants to fly
71    Quaternion            mouseDirY;           //!< the direction where the player wants to fly
72    float                 travelSpeed;        //!< the current speed of the player (to make soft movement)
73    float                 acceleration;       //!< the acceleration of the player.
74
75    float                 airViscosity;
76
77};
78
79#endif /* _MD2_CREATURE_H */
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