//**************************************************************************** // "Those Funny Funguloids!" // http://funguloids.sourceforge.net // Copyright (c) 2006-2007, Mika Halttunen // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the // use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software in a // product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //***************************************************************************/ #ifndef OBJECT_H #define OBJECT_H #include <Ogre.h> using namespace Ogre; // Basic object type const int OTYPE_BASIC = 0; // Object class Object { protected: Entity *mEntity; // Object entity SceneNode *mNode; // Object node AnimationState *mAnimState; // Object animation String mName; // Object name SceneManager *mSceneMgr; // SceneManager Real mRadius; // Object radius int mType; // Object type public: Object(const String &name, SceneManager *sceneMgr, const String &mesh, const Vector3 &pos, bool managed=true); virtual ~Object(); int getType() const { return mType; } void setAnim(const String name) { mAnimState = mEntity->getAnimationState(name); mAnimState->setEnabled(true); mAnimState->setLoop(true); } void setScale(Real x, Real y, Real z) { mNode->setScale(x, y, z); setRadius(mEntity->getBoundingRadius()); } void setRadius(Real rad) { mRadius = rad; } Real getRadius() const { return mRadius; } void updateAnim(Real time) { if(mAnimState) mAnimState->addTime(time); } Entity *getEntity() const { return mEntity; } SceneNode *getSceneNode() const { return mNode; } const String getName() const { return mName; } Vector3 getPosition() const { return mNode->getPosition(); } void setPosition(const Vector3 &pos) { mNode->setPosition(pos); } void yaw(Radian angle) { mNode->yaw(angle); } void pitch(Radian angle) { mNode->pitch(angle); } void translate(Real x, Real y, Real z) { mNode->translate(x, y, z); } void translate(const Vector3 &trans) { mNode->translate(trans); } Vector3 getDir() const { return mNode->getOrientation() * Vector3::UNIT_Y; } void setDir(const Vector3 &dir) { mNode->setDirection(-dir, SceneNode::TS_WORLD, Vector3::NEGATIVE_UNIT_Y); } void setCastShadows(bool cast) { mEntity->setCastShadows(cast); } void setVisible(bool v) { mEntity->setVisible(v); } bool getVisible() const { return mEntity->isVisible(); } }; #endif