| 1 | /*! |
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| 2 | * @file md2_creature.h |
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| 3 | * Implements the control of a md2 model |
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| 4 | */ |
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| 5 | |
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| 6 | #ifndef _MD2_CREATURE_H |
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| 7 | #define _MD2_CREATURE_H |
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| 8 | |
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| 9 | #include "playable.h" |
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| 10 | |
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| 11 | |
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| 12 | template<class T> class tList; |
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| 13 | class Vector; |
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| 14 | class Event; |
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| 15 | |
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| 16 | class MD2Creature : public Playable |
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| 17 | { |
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| 18 | ObjectListDeclaration(MD2Creature); |
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| 19 | |
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| 20 | public: |
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| 21 | |
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| 22 | MD2Creature(const std::string& fileName); |
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| 23 | MD2Creature(const TiXmlElement* root = NULL); |
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| 24 | virtual ~MD2Creature(); |
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| 25 | |
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| 26 | virtual void loadParams(const TiXmlElement* root); |
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| 27 | virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f) {/* FIXME */}; |
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| 28 | |
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| 29 | virtual void enter(); |
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| 30 | virtual void leave(); |
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| 31 | |
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| 32 | virtual void postSpawn(); |
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| 33 | virtual void leftWorld(); |
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| 34 | |
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| 35 | virtual void collidesWith(WorldEntity* entity, const Vector& location); |
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| 36 | virtual void tick(float time); |
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| 37 | virtual void draw() const; |
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| 38 | |
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| 39 | virtual void process(const Event &event); |
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| 40 | |
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| 41 | |
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| 42 | |
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| 43 | private: |
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| 44 | void init(); |
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| 45 | |
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| 46 | void calculateVelocity(float time); |
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| 47 | |
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| 48 | bool bUp; //!< up button pressed. |
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| 49 | bool bDown; //!< down button pressed. |
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| 50 | bool bLeft; //!< left button pressed. |
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| 51 | bool bRight; //!< right button pressed. |
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| 52 | bool bAscend; //!< ascend button pressed. |
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| 53 | bool bDescend; //!< descend button presses. |
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| 54 | bool bFire; //!< fire button pressed. |
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| 55 | bool bRollL; //!< rolling button pressed (left) |
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| 56 | bool bRollR; //!< rolling button pressed (right) |
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| 57 | bool bStrafeL; //!< strafe to the left side |
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| 58 | bool bStrafeR; //!< strafe to the rith side |
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| 59 | bool bJump; //!< jump |
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| 60 | bool bMouseMotion; //!< mouse motion evet |
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| 61 | |
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| 62 | PNode cameraConnNode; //!< The Node the camera is connected to. |
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| 63 | |
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| 64 | float xMouse; //!< mouse moved in x-Direction |
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| 65 | float yMouse; //!< mouse moved in y-Direction |
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| 66 | float mouseSensitivity; //!< the mouse sensitivity |
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| 67 | float cycle; //!< hovercycle |
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| 68 | |
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| 69 | Vector velocity; //!< the velocity of the player. |
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| 70 | Quaternion mouseDirX; //!< the direction where the player wants to fly |
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| 71 | Quaternion mouseDirY; //!< the direction where the player wants to fly |
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| 72 | float travelSpeed; //!< the current speed of the player (to make soft movement) |
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| 73 | float acceleration; //!< the acceleration of the player. |
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| 74 | |
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| 75 | float airViscosity; |
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| 76 | |
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| 77 | }; |
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| 78 | |
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| 79 | #endif /* _MD2_CREATURE_H */ |
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