📄 oasisvisible.h
字号:
/******************************************************************************
* This source file is part of Bad Camel Gaming
* Copyright (C) 2003 Zephie Greyvenstein
* See Readme.html for acknowledgements
*
* 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
*****************************************************************************/
/******************************************************************************
* FILENAME : oasisVisible.h
* DESCRIPTION : A visible component
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
/// Avoid double inclusion
#ifndef __VISIBLE_H__
#define __VISIBLE_H__
/// Include the common headers
#include "oasisCommon.h"
/// Include the rest of the needed oasis stuff
#include "oasisVector3.h"
/// Forward declare Ogre stuff
namespace Ogre {
class SceneNode;
};
namespace Oasis {
/// A visible object that can have any visible component added to it
class _oasisExport visible {
public:
/// Constructor
visible( );
/// Deconstructor
virtual ~visible( );
/// Scale visibles
void scale( real x, real y, real z );
/// Scale visibles
void scale( const vector3 &newScale );
/// Set absolute scale of visibles
void setScale( real x, real y, real z );
/// Set absolute scale of visibles
void setScale( const vector3 &newScale );
/// Get scale of this visible
const vector3 &getScale( void ) const;
/// Set the entity to use
entity *setEntity( const string &entityToUse );
/// Set the entity to use
void setEntity( entity *entityToUse );
/// Remove entity
void removeEntity( void );
/// Remove entity and destroy it from the system
void removeAndDestroyEntity( void );
/// Get the entity this object is using
entity *getEntity( void ) const;
protected:
/// Absolute scale
vector3 absScale;
/// Handle to the entity we are using
entity *usedEntity;
/// Handle to the scenenode
Ogre::SceneNode *node;
/// Set position for this object
void _setVisiblePosition( const vector3 &newPosition );
/// Set orientation for this object
void _setVisibleOrientation( const quaternion &newOrientation );
/** Create the node we will be using
@remarks
This allows us to not directly need graphics when using it in optional
situations, like the object, which allows you to optionally use
visible things, sound things, etc
*/
void _createNode( void );
};
};
#endif
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -