topical media & game development
lib-game-delta3d-demos-fireFighter-vehicleactor.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_VEHICLE_ACTOR
define DELTA_FIRE_FIGHTER_VEHICLE_ACTOR
include <dtGame/gameactor.h>
include <dtUtil/enumeration.h>
include <fireFighter/export.h>
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<dtDAL::ActorProxyIcon> mBillboardIcon;
};
endif
(C) Æliens
04/09/2009
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