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source: orxonox.OLD/trunk/src/world_entities/world_entity.h @ 7487

Last change on this file since 7487 was 7460, checked in by bensch, 19 years ago

orxonox/trunk: Namespaces for sound

File size: 4.6 KB
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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
18namespace OrxSound { class SoundBuffer; class SoundSource; }
19class BVTree;
20class Model;
21
22class GLGuiWidget;
23class GLGuiBar;
24
25//class CharacterAttributes;
26
27
28//! Basis-class all interactive stuff in the world is derived from
29class WorldEntity : public PNode
30{
31public:
32  WorldEntity();
33  virtual ~WorldEntity ();
34
35  virtual void loadParams(const TiXmlElement* root);
36
37  void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0);
38  void setModel(Model* model, unsigned int modelNumber = 0);
39  Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; };
40
41  inline void loadMD2Texture(const std::string& fileName) { this->md2TextureFileName = fileName; }
42
43  bool buildObbTree(unsigned int depth);
44  /** @returns a reference to the obb tree of this worldentity */
45  BVTree* getOBBTree() const { return this->obbTree; };
46
47  /** @param visibility if the Entity should be visible (been draw) */
48  void setVisibiliy (bool visibility) { this->bVisible = visibility; };
49  /** @returns true if the entity is visible, false otherwise */
50  inline bool isVisible() const { return this->bVisible; };
51
52  virtual void reset();
53
54  virtual void postSpawn ();
55  virtual void leaveWorld ();
56  virtual void destroy() {};
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  ObjectManager::EntityList::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 getHealth() const { return this->health; };
90  /** @returns the Maximum energy this entity can be charged with */
91  float getHealthMax() const { return this->healthMax; }
92  float increaseHealth(float health);
93  float decreaseHealth(float health);
94  void increaseHealthMax(float increaseHealth);
95  GLGuiWidget* getHealthWidget();
96  bool hasHealthWidget() const { return this->healthWidget; };
97
98protected:
99  void setHealth(float health) { this->health = health; this->updateHealthWidget();};
100  void setHealthWidgetVisibilit(bool visibility);
101  void setHealthMax(float healthMax);
102  void createHealthWidget();
103  //  CharacterAttributes*    charAttr;         //!< the character attributes of a world_entity
104private:
105  void updateHealthWidget();
106
107private:
108  /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
109  float                   health;             //!< The Energy of this Entity, if the Entity has any energy at all.
110  float                   healthMax;          //!< The Maximal energy this entity can take.
111  GLGuiBar*               healthWidget;       //!< The Slider (if wanted).
112
113  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
114  std::string             md2TextureFileName; //!< the file name of the md2 model texture, only if this
115  std::string             modelLODName;       //!< the name of the model lod file
116  BVTree*                 obbTree;            //!< this is the obb tree reference needed for collision detection
117
118  bool                    bCollide;           //!< If it should be considered for the collisiontest.
119  bool                    bVisible;           //!< If it should be visible.
120
121  OM_LIST                           objectListNumber;   //!< The ObjectList from ObjectManager this Entity is in.
122  ObjectManager::EntityList::iterator objectListIterator; //!< The iterator position of this Entity in the given list of the ObjectManager.
123
124  float                   scaling;
125
126
127};
128
129#endif /* _WORLD_ENTITY_H */
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