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source: orxonox.OLD/branches/powerups/src/world_entities/world_entity.h @ 6474

Last change on this file since 6474 was 6440, checked in by bensch, 19 years ago

orxonox/trunk: now the Widgets are only rendered within the HUD

File size: 4.3 KB
Line 
1/*!
2 * @file world_entity.h
3 * Definition of the basic WorldEntity
4*/
5
6#ifndef _WORLD_ENTITY_H
7#define _WORLD_ENTITY_H
8
9#include "p_node.h"
10#include "synchronizeable.h"
11#include "model.h"
12
13#include "object_manager.h"
14#include "glincl.h"
15#include <vector>
16
17// FORWARD DECLARATION
18class SoundBuffer;
19class SoundSource;
20class BVTree;
21class Model;
22
23class GLGuiWidget;
24class GLGuiBar;
25
26//class CharacterAttributes;
27
28
29//! Basis-class all interactive stuff in the world is derived from
30class WorldEntity : public PNode, public Synchronizeable
31{
32public:
33  WorldEntity();
34  virtual ~WorldEntity ();
35
36  void loadParams(const TiXmlElement* root);
37
38  void loadModel(const char* fileName, float scaling = 1.0f, unsigned int modelNumber = 0);
39  void setModel(Model* model, unsigned int modelNumber = 0);
40  Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; };
41
42  inline void loadMD2Texture(const char* fileName) { this->md2TextureFileName = fileName; }
43
44  bool buildObbTree(unsigned int depth);
45  /** @returns a reference to the obb tree of this worldentity */
46  BVTree* getOBBTree() const { return this->obbTree; };
47
48  /** @param visibility if the Entity should be visible (been draw) */
49  void setVisibiliy (bool visibility) { this->bVisible = visibility; };
50  /** @returns true if the entity is visible, false otherwise */
51  inline bool isVisible() const { return this->bVisible; };
52
53
54
55  virtual void postSpawn ();
56  virtual void leftWorld ();
57
58  virtual void tick (float time);
59
60  virtual void draw () const;
61
62  virtual void collidesWith (WorldEntity* entity, const Vector& location);
63  void drawBVTree(unsigned int depth, int drawMode) const;
64
65
66  void debugWE() { this->debugEntity(); }
67  ;  ///FIXME
68  void debugEntity() const;
69
70
71  /* @returns the Count of Faces on this WorldEntity */
72  //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; };
73  //  void addAbility(Ability* ability);
74  //  void removeAbility(Ability* ability);
75  //  void setCharacterAttributes(CharacterAttributes* charAttr);
76  //  CharacterAttributes* getCharacterAttributes();
77
78  void toList(OM_LIST list);
79
80  /** @returns a Reference to the objectListNumber to set. */
81  OM_LIST& getOMListNumber() { return this->objectListNumber; }
82  /** @returns a Reference to the Iterator */
83  std::list<WorldEntity*>::iterator& getEntityIterator() { return this->objectListIterator; }
84
85  int       writeState(const byte* data, int length, int sender);
86  int       readState(byte* data, int maxLength );
87
88  /** @returns the Energy of the entity */
89  float getEnergy() const { return this->energy; };
90  /** @returns the Maximum energy this entity can be charged with */
91  float getMaxEnergy() const { return this->energyMax; }
92  float addEnergy(float energy);
93  float removeEnergy(float energy);
94  void setMaxEnergy(float maxEnergy);
95  GLGuiWidget* getEnergyWidget();
96
97protected:
98  void setEnergy(float energy) { this->energy = energy; };
99  void setEnergyWidgetVisibilit(bool visibility);
100  void createEnergyWidget();
101  //  CharacterAttributes*    charAttr;         //!< the character attributes of a world_entity
102private:
103  void updateEnergyWidget();
104
105private:
106  /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
107  float                   energy;             //!< The Energy of this Entity, if the Entity has any energy at all.
108  float                   energyMax;          //!< The Maximal energy this entity can take.
109  GLGuiBar*               energyWidget;       //!< The Slider (if wanted).
110
111  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
112  const char*             md2TextureFileName; //!< the file name of the md2 model texture, only if this
113  BVTree*                 obbTree;            //!< this is the obb tree reference needed for collision detection
114
115  bool                    bCollide;           //!< If it should be considered for the collisiontest.
116  bool                    bVisible;           //!< If it should be visible.
117
118  OM_LIST                           objectListNumber;   //!< The ObjectList from ObjectManager this Entity is in.
119  std::list<WorldEntity*>::iterator objectListIterator; //!< The iterator position of this Entity in the given list of the ObjectManager.
120
121  float                   scaling;
122
123
124};
125
126#endif /* _WORLD_ENTITY_H */
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