1 | /*! |
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2 | * @file world_entity.h |
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3 | * Definition of the basic WorldEntity |
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4 | */ |
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5 | |
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6 | #ifndef _WORLD_ENTITY_H |
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7 | #define _WORLD_ENTITY_H |
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8 | |
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9 | #include "p_node.h" |
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10 | |
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11 | #include "factory.h" |
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12 | #include "model.h" |
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13 | |
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14 | |
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15 | // FORWARD DECLARATION |
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16 | class CharacterAttributes; |
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17 | class SoundEngine; |
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18 | class SoundBuffer; |
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19 | class SoundSource; |
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20 | class BVTree; |
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21 | |
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22 | |
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23 | //! Basis-class all interactive stuff in the world is derived from |
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24 | class WorldEntity : public PNode |
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25 | { |
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26 | public: |
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27 | WorldEntity(const TiXmlElement* root = NULL); |
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28 | virtual ~WorldEntity (); |
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29 | |
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30 | void loadParams(const TiXmlElement* root); |
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31 | |
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32 | /** @see loadModelWithScale(const char*, float) @param fileName the File to load */ |
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33 | void loadModel(const char* fileName) { this->loadModelWithScale(fileName, 1.0); }; |
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34 | void loadModelWithScale(const char* fileName, float scaling); |
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35 | |
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36 | bool buildObbTree(unsigned int depth); |
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37 | |
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38 | |
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39 | //void addAbility(Ability* ability); |
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40 | //void removeAbility(Ability* ability); |
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41 | |
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42 | /** @param visibility if the Entity should be visible (been draw) */ |
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43 | void setVisibiliy (bool visibility) { this->bVisible = visibility; }; |
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44 | /** @returns true if the entity is visible, false otherwise */ |
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45 | bool isVisible() const { return this->bVisible; }; |
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46 | |
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47 | void setCharacterAttributes(CharacterAttributes* charAttr); |
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48 | CharacterAttributes* getCharacterAttributes(); |
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49 | |
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50 | /** @returns a reference to the obb tree of this worldentity */ |
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51 | BVTree* getOBBTree() { return this->obbTree; }; |
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52 | |
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53 | virtual void postSpawn (); |
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54 | virtual void leftWorld (); |
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55 | |
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56 | virtual void hit (WorldEntity* weapon, Vector* loc); |
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57 | virtual void collidesWith (WorldEntity* entity, const Vector& location); |
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58 | |
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59 | /** @returns the Count of Faces on this WorldEntity */ |
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60 | virtual unsigned int getFaceCount () const { if (this->model) return this->model->getFaceCount(); else return 0; }; |
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61 | |
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62 | virtual void tick (float time); |
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63 | virtual void draw (); |
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64 | void drawBVTree(int depth, int drawMode); |
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65 | |
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66 | protected: |
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67 | Model* model; //!< The model that should be loaded for this entity. |
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68 | CharacterAttributes* charAttr; //!< the character attributes of a world_entity |
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69 | BVTree* obbTree; //!< this is the obb tree reference needed for collision detection |
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70 | |
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71 | private: |
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72 | bool bCollide; //!< If it should be considered for the collisiontest. |
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73 | bool bVisible; //!< If it should be visible. |
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74 | }; |
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75 | |
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76 | #endif /* _WORLD_ENTITY_H */ |
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