/* -*-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_VEHICLE_ACTOR #define DELTA_FIRE_FIGHTER_VEHICLE_ACTOR #include #include #include namespace dtCore { class Object; } namespace dtDAL { class ActorProxyIcon; } class FIRE_FIGHTER_EXPORT VehicleActor : public dtGame::GameActor { public: class FIRE_FIGHTER_EXPORT CoordSys : public dtUtil::Enumeration { DECLARE_ENUM(CoordSys); public: static CoordSys SYS_ABS; static CoordSys SYS_REL; private: CoordSys(const std::string &name) : dtUtil::Enumeration(name) { AddInstance(this); } }; /// Constructor VehicleActor(dtGame::GameActorProxy &proxy); virtual void TimeUpdate(double deltaTime) { } void StartEngines(); void ShutDownEngines(); void SetCoordSys(CoordSys &sys); CoordSys& GetCoordSys(); protected: bool mEngineRunning; CoordSys *mCoordSys; /// Destructor virtual ~VehicleActor(); private: }; class FIRE_FIGHTER_EXPORT VehicleActorProxy : public dtGame::GameActorProxy { public: /// Constructor VehicleActorProxy(); /// Builds the properties of this actor virtual void BuildPropertyMap(); /// Builds the invokables of this actor virtual void BuildInvokables(); /// Instantiates the actor itself virtual void CreateActor() { SetActor(*new VehicleActor(*this)); } /** * Gets the billboard used to represent static meshes if this proxy's * render mode is RenderMode::DRAW_BILLBOARD_ICON. * @return */ dtDAL::ActorProxyIcon* GetBillBoardIcon(); virtual const dtDAL::ActorProxy::RenderMode& GetRenderMode() { return dtDAL::ActorProxy::RenderMode::DRAW_ACTOR_AND_BILLBOARD_ICON; } protected: /// Destructor virtual ~VehicleActorProxy(); private: dtCore::RefPtr mBillboardIcon; }; #endif