⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 oasisvisible.h

📁 使用stl技术,(还没看,是听说的)
💻 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 + -