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SkinnedEntity.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\GameFactory\SkinnedEntity.h
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#pragma once #include "precompiled.h" #include "GameEntity.h" #include "ControllableCompoundPhysObj.h" #include "SkinnedVisObj.h" namespace GameFactory{ class SkinnedEntity: public virtual GameEntity { protected: ControllableCompoundPhysObj* mControllablePhysObj; SkinnedVisObj* mSkinnedVisObj; bool isMoving; Vec3 movingTarget; bool isRotating; Real rotatingTarget; void movingTo(Real elapsedTime, const Vec3& pos); void rotatingTo(Real elapsedTime, Real angleRadian); bool isAt(const Vec3& pos) const; Real mMovingSpeed; public: SkinnedEntity(const String& resourceName, const String& mainActorName, const Real& radius, const Real& height); virtual ~SkinnedEntity(); virtual void FrameMove(Real elapsedTime); virtual void SetOrientation(const GFQuat& q); inline virtual GFQuat GetOrientation() const{ return mVisualObj->GetOrientation();//from visual object instead of physical object }; virtual void MoveTo(const Vec3& position); virtual void Stop(){}; void RotateTo(Real angleRadian); void RotateTo(const Vec3& position); inline SkinnedVisObj::Animation* GetAnimation(const String& name){ return mSkinnedVisObj->GetAnimation(name); }; inline void SetAnimation(SkinnedVisObj::Animation* animation){ mSkinnedVisObj->SetAnimation(animation); } inline void SetNoAnimation(){ mSkinnedVisObj->SetNoAnimation(); } void SetRagdollMode(bool enabled, const Vec3& direction); }; }
SkinnedEntity.h
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