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lib-game-delta3d-sdk-examples-testGameActorLibrary-testhlaobject.h / h



  /* -*-c++-*-
  * testGameActorLibrary - testhlaobject (.h & .cpp) - Using 'The MIT License'
  * Copyright (C) 2006-2008, Alion Science and Technology Corporation
  *
  * Permission is hereby granted, free of charge, to any person obtaining a copy
  * of this software and associated documentation files (the "Software"), to deal
  * in the Software without restriction, including without limitation the rights
  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  * copies of the Software, and to permit persons to whom the Software is
  * furnished to do so, subject to the following conditions:
  *
  * The above copyright notice and this permission notice shall be included in
  * all copies or substantial portions of the Software.
  *
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  * THE SOFTWARE.
  * 
  * This software was developed by Alion Science and Technology Corporation under
  * circumstances in which the U. S. Government may have rights in the software.
  *
  * David A. Guthrie
  */
  ifndef DELTA_TEST_HLA_OBJECT
  define DELTA_TEST_HLA_OBJECT
  
  include <dtUtil/enumeration.h>
  include <dtGame/gameactor.h>
  include <dtGame/deadreckoningcomponent.h>
  include <export.h>
  
  class DT_EXAMPLE_EXPORT TestHLAObject : public dtGame::GameActor
  {
  public:
     // Declare the classes used to represent the various enumerations
     // located in the distypes.h file.
     class DT_EXAMPLE_EXPORT DamageStateEnum : public dtUtil::Enumeration
     {
        DECLARE_ENUM(DamageStateEnum);
     public:
        static DamageStateEnum NO_DAMAGE;
        static DamageStateEnum DAMAGED;
        static DamageStateEnum DESTROYED;
     private:
        DamageStateEnum(const std::string &name) : dtUtil::Enumeration(name)
        {
           AddInstance(this);
        }
     };
  
  
Constructor TestHLAObject(dtGame::GameActorProxy& proxy); Destructor virtual ~TestHLAObject();

     
Sets this entity's DIS/RPR-FOM damage state.
parameter: damageState the damage state

  
     void SetDamageState(TestHLAObject::DamageStateEnum &damageState);
     
     
Returns this entity's DIS/RPR-FOM damage state.
returns: the damage state

  
     TestHLAObject::DamageStateEnum& GetDamageState() const;
  
     
Sets this entity's last known translation. This should only be set for remote actors.
parameter: vec the new last position.

  
     void SetLastKnownTranslation(const osg::Vec3 &vec);
     
     

returns: the last known position for this if it's a remote entity.

  
     osg::Vec3 GetLastKnownTranslation() const { return mDeadReckoningHelper->GetLastKnownTranslation(); }
     
     
Sets this entity's last known rotation. This should only be set for remote actors.
parameter: vec the new last rotation as yaw, pitch, roll.

  
     void SetLastKnownRotation(const osg::Vec3 &vec);
     
     

returns: the last known rotation for this if it's a remote entity as yaw, pitch, roll.

  
     osg::Vec3 GetLastKnownRotation() const { return mDeadReckoningHelper->GetLastKnownRotation(); }
    
  
This is a placeholder for the mesh property since we don't want to actually load anything. void TestLoadTheMesh(const std::string& value); private: dtCore::RefPtr<dtGame::DeadReckoningHelper> mDeadReckoningHelper; DamageStateEnum* mDamageState; };

  class DT_EXAMPLE_EXPORT TestHLAObjectProxy : public dtGame::GameActorProxy
  {
     public:
  
  
Constructor TestHLAObjectProxy();

  
Destructor virtual ~TestHLAObjectProxy();

        
Builds the properties associated with this proxy's actor

  
        virtual void BuildPropertyMap();
  
        
Builds the invokable associated with this proxy.

  
        virtual void BuildInvokables();
               
        
Sets this entity's last known rotation. This should only be set for remote actors. This method sets it on the actor and reorders the values since actor properties store the values differently than actors themselves.
parameter: vec the new last rotation as x, y, z.

  
        void SetLastKnownRotation(const osg::Vec3 &vec);
        
        

returns: the last know rotation for this if it's a remote entity as x, y, z.

  
        osg::Vec3 GetLastKnownRotation() const;
     protected:
        virtual void CreateActor();
     private:
  };
  
  endif 
  
  


(C) Æliens 04/09/2009

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