📄 oasisentity.h
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/******************************************************************************
* 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 : oasisEntity.h
* DESCRIPTION : Entity instance
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
/// Avoid double inclusion
#ifndef __ENTITY_H__
#define __ENTITY_H__
/// Include common stuff
#include "oasisCommon.h"
/// Include the rest of the needed oasis stuff
#include "oasisPoolable.h"
/// Forward declare Ogre stuff
namespace Ogre {
class Entity;
class SceneNode;
}
namespace Oasis {
/// Entity object based on an ogre mesh
class _oasisExport entity : public poolable {
/// Graphics system needs access to private functions
friend class graphicsSystem;
/// Visible class needs access to private functions
friend class visible;
public:
/// Constructor
entity( );
/// Destructor
virtual ~entity( );
/// Set all sub entitie's materials to the one given
void setAllMaterials( const string &materialName );
protected:
/// Entity name
string entityName;
/// Handle to the entity
Ogre::Entity *ogreEntity;
/// Handle to the attached node
Ogre::SceneNode *attached;
/// Not needed
void setup( resource *parent ) {}
/// Set the ogre entity to use
void setEntity( const string &meshName, const string &uniqueName );
/// Clear the entity, ready for repooling
void clear( void );
/// Attach the entity to a node
void attachToNode( Ogre::SceneNode *node );
/// Detach th entity from it's node
void detachFromNode( void );
};
};
#endif
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