📄 oasisobject.cpp
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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 : oasisObject.cpp
* DESCRIPTION : The object
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
#include "oasisObject.h"
#include "oasisObjectResource.h"
// Include Ogre stuff
#include "OgreSceneNode.h"
#include "OgreEntity.h"
#include "OgreSceneManager.h"
namespace Oasis {
object::object( ) {
}
object::~object( ) {
clear( );
}
void object::setup( resource *parent ) {
objectResource *op = ( objectResource* )parent;
// Setup entity
if ( op->getEntity( ) != "" ) {
setEntity( op->getEntity( ) );
}
// Set the scale
setScale( op->getScale( ) );
// Setup sounds
objectResource::soundEventIterator it = op->getSoundEventIterator( );
while ( !it.isEmpty( ) ) {
addSound( it.getCurrentKey( ), it.getCurrentValue( ) );
it.getNextKey( );
}
setPosition( vector3::ZERO );
setOrientation( quaternion::IDENTITY );
if ( op->getPhysics( ) != "" ) {
setPhysics( op->getPhysics( ) );
}
}
void object::clear( void ) {
// Reset scenenode
removeAndDestroyEntity( );
removeAndDestroyAllSounds( );
removeAndDestroyPhysics( );
removeAllCollisionListeners( );
}
void object::_processNewSound( sound *newSound ) {
// We just need it to take on our position
_setSoundPosition( newSound, position );
}
void object::_updatePosition( void ) {
_setVisiblePosition( position );
_setAllSoundPositions( position );
}
void object::_updateOrientation( void ) {
_setVisibleOrientation( orientation );
}
Ogre::SceneNode *object::_getSceneNode( void ) {
return node;
}
}
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