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source: orxonox.OLD/branches/cr/src/world_entities/world_entity.h @ 8047

Last change on this file since 8047 was 8047, checked in by patrick, 18 years ago

cr: flush to switch platforms

File size: 6.4 KB
Line 
1/*!
2 * @file world_entity.h
3 * Definition of the basic WorldEntity
4 */
5
6#ifndef _WORLD_ENTITY_H
7#define _WORLD_ENTITY_H
8
9#include "p_node.h"
10#include "synchronizeable.h"
11#include "model.h"
12
13#include "cr_engine.h"
14#include "object_manager.h"
15#include "glincl.h"
16#include <vector>
17
18#include "physics_interface.h"
19
20
21
22// FORWARD DECLARATION
23namespace OrxSound { class SoundBuffer; class SoundSource; }
24namespace OrxGui { class GLGuiWidget; class GLGuiBar; };
25
26class BVTree;
27class BoundingVolume;
28class Model;
29class CollisionHandle;
30class Collision;
31
32
33//class CharacterAttributes;
34
35
36//! Basis-class all interactive stuff in the world is derived from
37class WorldEntity : public PNode
38{
39public:
40  WorldEntity();
41  virtual ~WorldEntity ();
42
43  virtual void loadParams(const TiXmlElement* root);
44
45  void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0, unsigned int obbTreeDepth = 4);
46  void setModel(Model* model, unsigned int modelNumber = 0);
47  Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; };
48
49  inline void loadMD2Texture(const std::string& fileName) { this->md2TextureFileName = fileName; }
50
51  /** @param visibility if the Entity should be visible (been draw) */
52  void setVisibiliy (bool visibility) { this->bVisible = visibility; };
53  /** @returns true if the entity is visible, false otherwise */
54  inline bool isVisible() const { return this->bVisible; };
55
56  virtual void reset();
57
58  virtual void postSpawn ();
59  virtual void leaveWorld ();
60  virtual void destroy() {};
61
62  virtual void tick (float time);
63  virtual void draw () const;
64
65  /* --- Collision Detection Block  --- */
66  bool buildObbTree(int depth);
67  virtual void collidesWith (WorldEntity* entity, const Vector& location);
68  /** @returns a reference to the obb tree of this worldentity */
69  inline BVTree* getOBBTree() const { return this->obbTree; };
70  void drawBVTree(int depth, int drawMode) const;
71
72  /* --- Collision Reaction Block --- */
73  void subscribeReaction(CREngine::CRType type);
74  void subscribeReaction(CREngine::CRType type, long target1);
75  void subscribeReaction(CREngine::CRType type, long target1, long target2);
76  void subscribeReaction(CREngine::CRType type, long target1, long target2, long target3);
77  void subscribeReaction(CREngine::CRType type, long target1, long target2, long target3, long target4);
78
79  void unsubscribeReaction(CREngine::CRType type);
80  void unsubscribeReaction();
81
82  bool registerCollision(WorldEntity* entityA, WorldEntity* entityB, BoundingVolume* bvA, BoundingVolume* bvB);
83  /** @return true if there is at least on collision reaction subscribed */
84  inline bool isReactive() const { return this->bReactive; }
85
86
87  /* @returns the Count of Faces on this WorldEntity */
88  //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; };
89  //  void addAbility(Ability* ability);
90  //  void removeAbility(Ability* ability);
91  //  void setCharacterAttributes(CharacterAttributes* charAttr);
92  //  CharacterAttributes* getCharacterAttributes();
93
94  /* --- Object Manager Block --- */
95  void toList(OM_LIST list);
96  /** @returns a Reference to the objectListNumber to set. */
97  OM_LIST& getOMListNumber() { return this->objectListNumber; }
98  /** @returns a Reference to the Iterator */
99  ObjectManager::EntityList::iterator& getEntityIterator() { return this->objectListIterator; }
100
101  /* --- Network Block --- */
102  int       writeState(const byte* data, int length, int sender);
103  int       readState(byte* data, int maxLength );
104
105  /* --- Character Attribute Block --- */
106  /** @returns the Energy of the entity */
107  float getHealth() const { return this->health; };
108  /** @returns the Maximum energy this entity can be charged with */
109  float getHealthMax() const { return this->healthMax; }
110  float increaseHealth(float health);
111  float decreaseHealth(float health);
112  void increaseHealthMax(float increaseHealth);
113  OrxGui::GLGuiWidget* getHealthWidget();
114  bool hasHealthWidget() const { return this->healthWidget; };
115
116
117  //FIXME: the PhysicsInterface and the whole PEngine should probably be reviewed. Here its just used to store the vars
118  /* --- Physics Interface --- */
119  inline PhysicsInterface getPhysicsEngine() const { return this->physicsInterface; }
120
121
122  /* --- Misc Stuff Block --- */
123  void debugWE() { this->debugEntity(); }
124  ;  ///FIXME
125  void debugEntity() const;
126
127
128protected:
129  void setHealth(float health) { this->health = health; this->updateHealthWidget();};
130  void setHealthWidgetVisibilit(bool visibility);
131  void setHealthMax(float healthMax);
132  void createHealthWidget();
133
134  //  CharacterAttributes*    charAttr;         //!< the character attributes of a world_entity
135private:
136  void updateHealthWidget();
137
138private:
139  /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
140  float                   health;             //!< The Energy of this Entity, if the Entity has any energy at all.
141  float                   healthMax;          //!< The Maximal energy this entity can take.
142  OrxGui::GLGuiBar*       healthWidget;       //!< The Slider (if wanted).
143
144  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
145  std::string             md2TextureFileName; //!< the file name of the md2 model texture, only if this
146  std::string             modelLODName;       //!< the name of the model lod file
147  BVTree*                 obbTree;            //!< this is the obb tree reference needed for collision detection
148
149  bool                    bCollide;           //!< If it should be considered for the collisiontest.
150  bool                    bVisible;           //!< If it should be visible.
151
152  OM_LIST                           objectListNumber;             //!< The ObjectList from ObjectManager this Entity is in.
153  ObjectManager::EntityList::iterator objectListIterator;         //!< The iterator position of this Entity in the given list of the ObjectManager.
154
155  float                   scaling;                                //!< the scaling of the model
156  CollisionHandle*        collisionHandles[CREngine::CR_NUMBER];  //!< the list of the collision reactions
157  bool                    bReactive;                              //!< true if there is at least one collision reaction subscibed
158
159  PhysicsInterface        physicsInterface;  //!< the physics object of the WorldEntity
160
161};
162
163#endif /* _WORLD_ENTITY_H */
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