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📄 oasisentity.h

📁 使用stl技术,(还没看,是听说的)
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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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