📄 headentity.h
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#ifndef __HEADENTITY_H__
# define __HEADENTITY_H__ 1
# include "GameEntity.h"
class HeadEntity : public GameEntity
{
public:
HeadEntity(Ogre::SceneManager* sm)
: GameEntity(sm) { }
~HeadEntity() { }
bool initialise(void)
{
mSceneNode =
static_cast<Ogre::SceneNode*>(mSceneMgr->getRootSceneNode()->createChild());
mEntity = mSceneMgr->createEntity(mSceneNode->getName(), "ogrehead.mesh");
//mEntity = mSceneMgr->createEntity(mSceneNode->getName(), "cube.mesh");
mSceneNode->attachObject(mEntity);
//mSceneNode->setScale(Ogre::Vector3(2,2,2));
// Setup Collision Entity
mCollisionEntity =
Ogre::CollisionManager::getSingleton().createEntity(mEntity);
// initialise collision geometry
if(!mCollisionEntity->initialise())
return false;
return true;
}
void translate(const Ogre::Vector3& v)
{
mSceneNode->translate(v);
}
void translate(Ogre::Real x, Ogre::Real y, Ogre::Real z)
{
mSceneNode->translate(x, y, z);
}
};
#endif // __HEADENTITY_H__
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