topical media & game development
lib-game-delta3d-demos-fireFighter-flysequenceactor.h / h
/* -*-c++-*-
* Delta3D Open Source Game and Simulation Engine
* Copyright (C) 2006, Alion Science and Technology, BMH Operation
*
* This library is free software; you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by the Free
* Software Foundation; either version 2.1 of the License, or (at your option)
* any later version.
*
* This library is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
* details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this library; if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* William E. Johnson II
*/
ifndef DELTA_FIRE_FIGHTER_FLY_SEQUENCE_ACTOR
define DELTA_FIRE_FIGHTER_FLY_SEQUENCE_ACTOR
include <dtGame/gameactor.h>
include <fireFighter/export.h>
include <dtCore/transform.h>
// Forward declarations
namespace dtGame
{
class Message;
}
namespace dtAudio
{
class Sound;
}
namespace dtCore
{
class Camera;
}
namespace dtDAL
{
class ActorProxyIcon;
}
// Waypoint class to hold waypoint data
class Waypoint
{
public:
double x;
double y;
double z;
};
class PlayerActor;
class FIRE_FIGHTER_EXPORT FlySequenceActor : public dtGame::GameActor
{
public:
Constructor
FlySequenceActor(dtGame::GameActorProxy& proxy);
Invokable to update the camera
void OnTickLocal(const dtGame::TickMessage& msg);
Starts moving the player
void StartFlying();
Stops moving the player
void StopFlying();
Sets the player actor this FlySequence will manipulate
parameter: player The new player actor
void SetPlayerActor(PlayerActor& player) { mPlayer = &player; }
protected:
Destructor
virtual ~FlySequenceActor();
Called when the actor is added to the game manager
virtual void OnEnteredWorld();
private:
// Computes a unit vector pointing from the previous waypoint to the next waypoint
void ComputeDirTravel(const Waypoint &next, const Waypoint &prev);
// Determines if the camera is within a given distance (delta) of the waypoint
bool CompareCameraToWaypoint(const double* cam, const Waypoint &wp, float delta);
// Prepares the camera path to transit
void ResetCameraPath();
dtCore::Transform pos;
double actPos[3];
osg::Vec3 camPos, lookAt, up;
Waypoint* wayptArray;
double dirOfTransit[3], speed, delta;
int prevWaypoint, numWaypoints;
bool mFlyBy;
dtCore::RefPtr<dtAudio::Sound> snd;
PlayerActor *mPlayer;
};
class FIRE_FIGHTER_EXPORT FlySequenceActorProxy : public dtGame::GameActorProxy
{
public:
Constructor
FlySequenceActorProxy();
Builds this actor's properties
virtual void BuildPropertyMap();
Builds the invokables
virtual void BuildInvokables();
Creates the actor
virtual void CreateActor() { SetActor(*new FlySequenceActor(*this)); }
Called when the actor is added to the game manager
virtual void OnEnteredWorld();
// Used in STAGE
dtDAL::ActorProxyIcon* GetBillBoardIcon();
virtual const dtDAL::ActorProxy::RenderMode& GetRenderMode()
{
return dtDAL::ActorProxy::RenderMode::DRAW_ACTOR_AND_BILLBOARD_ICON;
}
protected:
Destructor
virtual ~FlySequenceActorProxy();
private:
dtCore::RefPtr<dtDAL::ActorProxyIcon> mBillBoardIcon;
};
endif
(C) Æliens
04/09/2009
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