Changeset 6222 in orxonox.OLD for trunk/src/world_entities
- Timestamp:
- Dec 21, 2005, 1:49:06 PM (19 years ago)
- Location:
- trunk
- Files:
-
- 30 edited
- 3 copied
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trunk/src/world_entities/Makefile.am
r6139 r6222 8 8 camera.cc \ 9 9 playable.cc \ 10 10 player.cc \ 11 11 npc.cc \ 12 12 npc2.cc \ … … 18 18 character_attributes.cc \ 19 19 test_entity.cc \ 20 space_ships/space_ship.cc \ 20 space_ships/space_ship.cc \ 21 creatures/md2_creature.cc \ 21 22 weapons/weapon_manager.cc \ 22 23 weapons/weapon.cc \ … … 27 28 weapons/rocket.cc \ 28 29 weapons/laser.cc \ 29 30 weapons/ground_turret.cc \ 30 31 weapons/crosshair.cc \ 31 32 weapons/ground_turret.cc \ 32 33 power_ups/power_up.cc \ 33 34 power_ups/turret_power_up.cc \ … … 38 39 camera.h \ 39 40 playable.h \ 40 41 player.h \ 41 42 npc.h \ 42 43 npc2.h \ … … 49 50 test_entity.h \ 50 51 space_ships/space_ship.h \ 52 creatures/md2_creature.cc \ 51 53 weapons/weapon_manager.h \ 52 54 weapons/weapon.h \ -
trunk/src/world_entities/camera.cc
r6034 r6222 119 119 case VIEW_NORMAL: 120 120 this->toFovy = 60.0; 121 this->setParentSoft("TrackNode");122 this->target->setParentSoft("TrackNode"); 121 /* this->setParentSoft("TrackNode"); 122 this->target->setParentSoft("TrackNode"); */ 123 123 this->setRelCoorSoft(-10, 5, 0); 124 124 this->target->setRelCoorSoft(0,0,0); … … 129 129 // this->target->setRelCoorSoft(Vector(10,0,0)); 130 130 131 if (!strcmp(this->target->getParent()->getName(), "Player"))132 this->target->setParentSoft("TrackNode");133 else134 this->target->setParentSoft("Player");135 this->getParent()->debugNode(0);131 // if (!strcmp(this->target->getParent()->getName(), "Player")) 132 // this->target->setParentSoft("TrackNode"); 133 // else 134 // this->target->setParentSoft("Player"); 135 // this->getParent()->debugNode(0); 136 136 137 137 // this->setParent("main-Turret"); … … 142 142 case VIEW_FRONT: 143 143 this->toFovy = 120.0; 144 this->setParentSoft("Player");145 this->target->setParentSoft("Player"); 144 /* this->setParentSoft("Player"); 145 this->target->setParentSoft("Player");*/ 146 146 this->setRelCoorSoft(4, 0, 0, 5); 147 147 this->target->setRelCoorSoft(Vector(10,0,0), 5); … … 150 150 case VIEW_LEFT: 151 151 this->toFovy = 90; 152 this->setParentSoft("TrackNode");153 this->target->setParentSoft("TrackNode"); 152 /* this->setParentSoft("TrackNode"); 153 this->target->setParentSoft("TrackNode");*/ 154 154 this->setRelCoorSoft(0, 1, -10, .5); 155 155 this->target->setRelCoorSoft(0,0,0); … … 157 157 case VIEW_RIGHT: 158 158 this->toFovy = 90; 159 this->setParentSoft("TrackNode");160 this->target->setParentSoft("TrackNode"); 159 /* this->setParentSoft("TrackNode"); 160 this->target->setParentSoft("TrackNode");*/ 161 161 this->setRelCoorSoft(Vector(0, 1, 10)); 162 162 this->target->setRelCoorSoft(0,0,0); … … 164 164 case VIEW_TOP: 165 165 this->toFovy= 120; 166 this->setParentSoft("TrackNode");167 this->target->setParentSoft("TrackNode"); 166 /* this->setParentSoft("TrackNode"); 167 this->target->setParentSoft("TrackNode");*/ 168 168 this->setRelCoorSoft(Vector(30, 50, 0)); 169 169 this->target->setRelCoorSoft(35,0,0); -
trunk/src/world_entities/npcs/npc.cc
r6142 r6222 22 22 23 23 #include "state.h" 24 #include "list.h"25 24 #include "stdlibincl.h" 26 25 #include "power_ups/turret_power_up.h" -
trunk/src/world_entities/npcs/npc_test.cc
r6054 r6222 23 23 #include "shader.h" 24 24 #include "state.h" 25 #include "list.h"26 25 #include "stdlibincl.h" 27 26 #include "debug.h" -
trunk/src/world_entities/npcs/npc_test1.cc
r6054 r6222 22 22 23 23 #include "state.h" 24 #include "list.h"25 #include "stdlibincl.h"26 24 #include "power_ups/turret_power_up.h" 27 25 #include "power_ups/laser_power_up.h" -
trunk/src/world_entities/playable.h
r6162 r6222 25 25 virtual ~Playable(); 26 26 27 virtual void enter() {}; 28 virtual void leave() {}; 27 29 28 30 virtual void addWeapon(Weapon* weapon ) {}//= 0; … … 34 36 35 37 virtual void process(const Event &event) = 0; 36 38 37 39 38 40 -
trunk/src/world_entities/player.cc
r5915 r6222 19 19 #include "event_handler.h" 20 20 21 22 #include "class_list.h" 23 #include "state.h" 24 21 25 using namespace std; 22 26 … … 28 32 { 29 33 this->init(); 34 35 EventHandler::getInstance()->subscribe(this, ES_GAME, SDLK_l); 30 36 } 31 37 … … 79 85 void Player::process(const Event &event) 80 86 { 87 if (event.type == SDLK_l && event.bPressed) 88 { 89 /// FIXME this should be in the ObjectManager 90 const std::list<BaseObject*>* objectList = ClassList::getList(CL_PLAYABLE); 91 if (objectList != NULL) 92 { 93 list<BaseObject*>::const_iterator node; 94 for (node = objectList->begin(); node != objectList->end(); node++) 95 if (this->controllable != (*node) && (dynamic_cast<PNode*>(*node)->getAbsCoor() - this->controllable->getAbsCoor()).len() < 10.0) 96 { 97 this->controllable->leave(); 98 this->disconnectControllable(); 99 this->setControllable(dynamic_cast<Playable*>(*node)); 100 this->controllable->enter(); 101 State::getCamera()->setParentSoft(this->controllable); 102 State::getCameraTarget()->setParentSoft(this->controllable); 103 104 break; 105 } 106 } 107 } 108 81 109 if (likely(this->controllable != NULL)) 82 110 this->controllable->process(event); -
trunk/src/world_entities/power_ups/laser_power_up.cc
r6142 r6222 19 19 #include "factory.h" 20 20 #include "state.h" 21 #include "list.h"22 21 23 22 #include "primitive_model.h" -
trunk/src/world_entities/power_ups/param_power_up.cc
r6113 r6222 19 19 #include "factory.h" 20 20 #include "state.h" 21 #include "list.h"22 21 23 22 #include "primitive_model.h" -
trunk/src/world_entities/power_ups/turret_power_up.cc
r6142 r6222 19 19 #include "factory.h" 20 20 #include "state.h" 21 #include "list.h"22 21 23 22 #include "primitive_model.h" -
trunk/src/world_entities/power_ups/weapon_power_up.cc
r6113 r6222 19 19 #include "factory.h" 20 20 #include "state.h" 21 #include "list.h"22 21 23 22 #include "primitive_model.h" -
trunk/src/world_entities/satellite.cc
r5994 r6222 21 21 22 22 #include "objModel.h" 23 #include "list.h"24 23 #include "vector.h" 25 24 -
trunk/src/world_entities/space_ships/helicopter.cc
r6162 r6222 95 95 96 96 this->getWeaponManager()->changeWeaponConfig(1); 97 dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); 97 98 } 98 99 … … 184 185 185 186 187 188 189 void Helicopter::enter() 190 { 191 dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true); 192 193 194 } 195 196 void Helicopter::leave() 197 { 198 dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); 199 200 201 } 202 203 186 204 /** 187 205 * adds a weapon to the weapon list of the spaceship … … 324 342 if(this->getAbsDirZ().y > 0.02) this->shiftDir(Quaternion(time/5, Vector(1,0,0))); 325 343 } 326 344 327 345 if( this->bRight /* > this->getRelCoor().z*2*/) 328 346 { -
trunk/src/world_entities/space_ships/helicopter.h
r6162 r6222 24 24 void loadParams(const TiXmlElement* root); 25 25 26 virtual void enter(); 27 virtual void leave(); 28 26 29 void addWeapon(Weapon* weapon ); 27 30 void removeWeapon(Weapon* weapon); … … 39 42 40 43 private: 41 42 44 void calculateVelocity(float time); 43 45 void weaponAction(); … … 65 67 float travelSpeed; //!< the current speed of the player (to make soft movement) 66 68 float acceleration; //!< the acceleration of the player. 67 69 68 70 float airViscosity; 69 71 -
trunk/src/world_entities/space_ships/space_ship.cc
r6162 r6222 112 112 PRINTF(4)("SPACESHIP INIT\n"); 113 113 114 EventHandler::getInstance()->grabEvents(true);114 // EventHandler::getInstance()->grabEvents(true); 115 115 116 116 bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; … … 177 177 this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0); 178 178 179 dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); 179 180 } 180 181 … … 188 189 } 189 190 191 192 void SpaceShip::enter() 193 { 194 dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true); 195 196 197 } 198 199 void SpaceShip::leave() 200 { 201 dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); 202 203 204 } 190 205 191 206 /** … … 267 282 velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity; 268 283 velocity = (velocity.getNormalized())*travelSpeed; 269 284 270 285 //orient the spaceship in direction of the mouse 271 286 rotQuat = Quaternion::quatSlerp( this->getAbsDir(),mouseDir,fabsf(time)*3); 272 if (this->getAbsDir().distance(rotQuat) > 0.001) 287 if (this->getAbsDir().distance(rotQuat) > 0.001) 273 288 this->setAbsDir( rotQuat); 274 289 //this->setAbsDirSoft(mouseDir,5); 275 290 276 291 // this is the air friction (necessary for a smooth control) 277 292 if(velocity.len() != 0) velocity -= velocity*0.01; … … 308 323 /* calculate the direction in which the craft is heading */ 309 324 325 Plane plane(Vector(0,1,0), Vector(0,0,0)); 326 310 327 if( this->bUp ) 311 328 { 312 329 //this->shiftCoor(this->getAbsDirX()); 313 330 accel += (this->getAbsDirX())*2; 314 331 315 332 /* Heli-Steuerung 316 333 accel += (this->getAbsDirX()*2; -
trunk/src/world_entities/space_ships/space_ship.h
r6162 r6222 26 26 void init(); 27 27 void loadParams(const TiXmlElement* root); 28 29 virtual void enter(); 30 virtual void leave(); 28 31 29 32 void addWeapon(Weapon* weapon ); -
trunk/src/world_entities/test_entity.cc
r6142 r6222 18 18 19 19 20 #include "executor/executor.h" 21 #include "factory.h" 22 #include "load_param.h" 23 20 24 #include "test_entity.h" 21 25 #include "stdincl.h" … … 24 28 #include "obb_tree.h" 25 29 #include "state.h" 26 #include "list.h"27 30 28 31 using namespace std; 29 32 30 33 34 CREATE_FACTORY(TestEntity, CL_TEST_ENTITY); 35 31 36 32 37 TestEntity::TestEntity () 33 38 { 34 this-> setClassID(CL_TEST_ENTITY, "TestEntity");35 // TO SOME LIST!! 39 this->init(); 40 } 36 41 37 this->md2Model = new MD2Model("models/droidika.md2", "models/droideka.pcx");38 // this->md2Model = new MD2Model("models/tris.md2", "models/tris.pcx");39 // this->md2Model = new MD2Model("models/goblin.md2", "maps/goblin.bmp");40 42 41 /// FIXME42 // this->obbTree = new OBBTree(4, (sVec3D*)this->md2Model->data->pVertices, this->md2Model->data->numVertices);43 43 44 this->md2Model->setAnim(RUN); 45 this->md2Model->debug(); 44 TestEntity::TestEntity(const TiXmlElement* root) 45 { 46 this->init(); 47 if (root != NULL) 48 this->loadParams(root); 49 50 this->init(); 46 51 } 47 52 48 53 49 54 TestEntity::~TestEntity () 55 {} 56 57 58 59 void TestEntity::init() 50 60 { 51 delete this->md2Model; 61 this->setClassID(CL_TEST_ENTITY, "TestEntity"); 62 this->toList(OM_COMMON); 63 } 64 65 /** 66 * loads the Settings of a MD2Creature from an XML-element. 67 * @param root the XML-element to load the MD2Creature's properties from 68 */ 69 void TestEntity::loadParams(const TiXmlElement* root) 70 { 71 static_cast<WorldEntity*>(this)->loadParams(root); 72 73 LoadParam(root, "md2animation", this, TestEntity, setAnim) 74 .describe("sets the animation of the md2 model") 75 .defaultValues(1, 1); 76 52 77 } 53 78 … … 55 80 void TestEntity::setAnim(int animationIndex) 56 81 { 57 this->md2Model->setAnim(animationIndex); 82 if( likely(this->getModel(0) != NULL)) 83 ((MD2Model*)this->getModel(0))->setAnim(animationIndex); 58 84 } 59 85 … … 61 87 void TestEntity::tick (float time) 62 88 { 63 this->md2Model->tick(time); 89 if( likely(this->getModel(0) != NULL)) 90 ((MD2Model*)this->getModel(0))->tick(time); 91 64 92 } 65 93 66 94 67 95 void TestEntity::collidesWith(WorldEntity* entity, const Vector& location) 68 { 69 if (entity->isA(CL_PROJECTILE)) 70 { 71 PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getName(), entity->getName(), location.x, location.y, location.z); 72 this->setVisibiliy(false); 73 this->toList(OM_DEAD); 74 } 75 } 76 77 void TestEntity::destroy () {} 78 96 {} 79 97 80 98 … … 82 100 void TestEntity::draw () const 83 101 { 84 glMatrixMode(GL_MODELVIEW); 85 glPushMatrix(); 86 float matrix[4][4]; 87 88 89 glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); 90 this->getAbsDir().matrix (matrix); 91 glMultMatrixf((float*)matrix); 92 this->md2Model->draw(); 93 94 95 glPopMatrix(); 102 this->drawLODsafe(); 96 103 } 97 104 -
trunk/src/world_entities/test_entity.h
r5500 r6222 10 10 struct t3DModel; 11 11 class Material; 12 class TiXmlElement; 12 13 13 14 class TestEntity : public WorldEntity, PhysicsInterface … … 17 18 public: 18 19 TestEntity (); 20 TestEntity(const TiXmlElement* root); 19 21 virtual ~TestEntity (); 22 23 void init(); 24 void loadParams(const TiXmlElement* root); 20 25 21 26 void setAnim(int animationIndex); 22 27 23 28 virtual void tick (float time); 24 virtual void destroy ();25 29 virtual void collidesWith(WorldEntity* entity, const Vector& location); 26 30 virtual void draw () const; -
trunk/src/world_entities/weapons/aim.cc
r6142 r6222 21 21 #include "graphics_engine.h" 22 22 #include "state.h" 23 #include "list.h"24 23 #include "material.h" 25 24 #include "t_animation.h" … … 104 103 void Aim::searchTarget(float range) 105 104 { 106 //FIXME// 107 /* tIterator<WorldEntity>* iterator = State::getWorldEntityList()->getIterator(); 108 WorldEntity* entity = iterator->firstElement(); 109 while (likely(entity != NULL)) 105 std::list<WorldEntity*>::iterator entity; 106 107 for (entity = State::getObjectManager()->getObjectList(OM_GROUP_00).begin(); 108 entity != State::getObjectManager()->getObjectList(OM_GROUP_00).end(); 109 entity ++) 110 110 { 111 if ( entity->isA(CL_NPC) && this->source->getAbsCoor().x < entity->getAbsCoor().x && (this->source->getAbsCoor() - entity->getAbsCoor()).len() < range)111 if (this->source->getAbsCoor().x < (*entity)->getAbsCoor().x && (this->source->getAbsCoor() - (*entity)->getAbsCoor()).len() < range) 112 112 { 113 if (this->getParent() != entity)113 if (this->getParent() != (*entity)) 114 114 { 115 115 this->anim->replay(); 116 this->setParentSoft(entity, 5); 116 this->setParentSoft(*entity, 5); 117 return; 117 118 } 118 delete iterator;119 return;120 119 } 121 entity = iterator->nextElement();122 120 } 123 124 delete iterator;*/125 121 } 126 122 -
trunk/src/world_entities/weapons/bomb.cc
r6142 r6222 21 21 22 22 #include "fast_factory.h" 23 #include "list.h" 23 24 24 25 25 #include "object_manager.h" -
trunk/src/world_entities/weapons/guided_missile.cc
r6162 r6222 20 20 #include "fast_factory.h" 21 21 22 #include "model.h"23 22 #include "state.h" 24 #include "list.h"25 23 #include "class_list.h" 26 24 -
trunk/src/world_entities/weapons/laser.cc
r6162 r6222 21 21 22 22 #include "state.h" 23 #include "list.h"24 23 #include "class_list.h" 25 24 #include "model.h" -
trunk/src/world_entities/weapons/rocket.cc
r6142 r6222 20 20 #include "fast_factory.h" 21 21 22 #include "model.h"23 22 #include "state.h" 24 #include "list.h"25 23 #include "class_list.h" 26 24 -
trunk/src/world_entities/weapons/test_bullet.cc
r6142 r6222 20 20 #include "fast_factory.h" 21 21 22 #include "model.h"23 22 #include "state.h" 24 #include "list.h"25 23 #include "class_list.h" 26 24 -
trunk/src/world_entities/weapons/test_gun.cc
r6162 r6222 29 29 #include "factory.h" 30 30 31 #include "vector.h"32 #include "list.h"33 31 #include "animation3d.h" 34 32 -
trunk/src/world_entities/weapons/turret.cc
r6074 r6222 23 23 24 24 #include "state.h" 25 #include "list.h"26 25 #include "animation3d.h" 27 26 -
trunk/src/world_entities/world_entity.cc
r6142 r6222 21 21 22 22 #include "model.h" 23 #include "md2Model.h" 23 24 #include "resource_manager.h" 24 25 #include "load_param.h" 25 #include "list.h"26 26 #include "vector.h" 27 27 #include "obb_tree.h" … … 84 84 // Do the PNode loading stuff 85 85 static_cast<PNode*>(this)->loadParams(root); 86 87 LoadParam(root, "md2texture", this, WorldEntity, loadMD2Texture) 88 .describe("the fileName of the texture, that should be loaded onto this world-entity. (must be relative to the data-dir)") 89 .defaultValues(1, NULL); 86 90 87 91 // Model Loading … … 89 93 .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)") 90 94 .defaultValues(3, NULL, 1.0f, 0); 91 92 } 95 } 96 93 97 94 98 /** … … 103 107 if (fileName != NULL) 104 108 { 105 109 // search for the special character # in the LoadParam 106 110 if (strchr(fileName, '#') != NULL) 111 { 112 PRINTF(4)("Found # in %s... searching for LOD's\n", fileName); 113 char* lodFile = new char[strlen(fileName)+1]; 114 strcpy(lodFile, fileName); 115 char* depth = strchr(lodFile, '#'); 116 for (unsigned int i = 0; i < 5; i++) 107 117 { 108 PRINTF(4)("Found # in %s... searching for LOD's\n", fileName); 109 char* lodFile = new char[strlen(fileName)+1]; 110 strcpy(lodFile, fileName); 111 char* depth = strchr(lodFile, '#'); 112 for (unsigned int i = 0; i < 5; i++) 113 { 114 *depth = 48+(int)i; 115 printf("-------%s\n", lodFile); 116 if (ResourceManager::isInDataDir(lodFile)) 117 this->loadModel(lodFile, scaling, i); 118 } 119 return; 118 *depth = 48+(int)i; 119 printf("-------%s\n", lodFile); 120 if (ResourceManager::isInDataDir(lodFile)) 121 this->loadModel(lodFile, scaling, i); 120 122 } 121 122 PRINTF(4)("fetching %s\n", fileName); 123 if (scaling == 1.0) 124 this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber); 125 else 126 this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling), modelNumber); 127 if (modelNumber == 0) 128 this->buildObbTree(4); 123 return; 124 } 125 126 if(strstr(fileName, ".obj")) 127 { 128 PRINTF(4)("fetching OBJ file: %s\n", fileName); 129 if (scaling == 1.0) 130 this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber); 131 else 132 this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling), modelNumber); 133 134 if( modelNumber == 0) 135 this->buildObbTree(4); 136 } 137 else if(strstr(fileName, ".md2")) 138 { 139 PRINTF(4)("fetching MD2 file: %s\n", fileName); 140 Model* m = new MD2Model(fileName, this->md2TextureFileName); 141 //this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0); 142 this->setModel(m, 0); 143 } 129 144 } 130 145 else … … 145 160 { 146 161 Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(this->models[modelNumber]); 147 if (resource != NULL) 148 ResourceManager::getInstance()->unload(resource, RP_LEVEL); 149 else 150 delete this->models[modelNumber]; 151 } 162 // if (resource != NULL) 163 ResourceManager::getInstance()->unload(resource, RP_LEVEL); 164 } 165 else 166 delete this->models[modelNumber]; 167 152 168 this->models[modelNumber] = model; 169 153 170 154 171 // if (this->model != NULL) … … 272 289 } 273 290 291 292 /** 293 * this functions draws the model automaticaly in multiple LOD 294 */ 274 295 void WorldEntity::drawLODsafe() const 275 296 { 276 if (! this->models.empty())297 if (!unlikely(this->models.empty())) 277 298 { 278 299 glMatrixMode(GL_MODELVIEW); … … 291 312 if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL) 292 313 { 293 314 this->models[2]->draw(); 294 315 } 295 316 else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL) -
trunk/src/world_entities/world_entity.h
r6142 r6222 37 37 Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; }; 38 38 39 inline void loadMD2Texture(const char* fileName) { this->md2TextureFileName = fileName; } 40 39 41 bool buildObbTree(unsigned int depth); 40 42 /** @returns a reference to the obb tree of this worldentity */ … … 72 74 /** @returns a Reference to the Iterator */ 73 75 std::list<WorldEntity*>::iterator& getEntityIterator() { return this->objectListIterator; } 76 77 74 78 protected: 75 79 // CharacterAttributes* charAttr; //!< the character attributes of a world_entity … … 77 81 private: 78 82 std::vector<Model*> models; //!< The model that should be loaded for this entity. 83 const char* md2TextureFileName; //!< the file name of the md2 model texture, only if this 79 84 BVTree* obbTree; //!< this is the obb tree reference needed for collision detection 80 85
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