[2405] | 1 | #pragma once
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| 2 |
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| 3 | #include "Ogre.h"
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| 4 | #include "NXOgre.h"
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| 5 |
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| 6 | using namespace Ogre;
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| 7 | using namespace NxOgre;
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| 8 |
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| 9 | enum PlayerAnimState
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| 10 | {
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| 11 | PLAYERANIMSTATE_STAND,
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| 12 | PLAYERANIMSTATE_IDLE,
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| 13 | PLAYERANIMSTATE_ATTACK,
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| 14 | PLAYERANIMSTATE_BLOCK,
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| 15 | PLAYERANIMSTATE_WALK,
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| 16 | PLAYERANIMSTATE_PAIN,
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| 17 | PLAYERANIMSTATE_DEATH,
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| 18 | PLAYERANIMSTATE_URN
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| 19 | };
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| 20 |
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| 21 | class MyCharMoveController;
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| 22 |
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| 23 | class PlayerCharacter : public FrameListener
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| 24 | {
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| 25 | public:
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| 26 |
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| 27 | PlayerCharacter(String name, Scene* scene, SceneManager* sceneManager, Vector3 dimensions, Vector3 startPosition, bool debug = false);
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| 28 |
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| 29 | virtual void addPlayerMesh(String meshname, float meshscale, bool rotateModel);
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| 30 | bool frameStarted(const FrameEvent& evt);
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| 31 | virtual void addWeaponModel(String meshname, String attachBoneName);
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[2411] | 32 | void doAction(float dt);
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[2405] | 33 |
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| 34 | static unsigned int frameListenerPriority;
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| 35 |
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| 36 | protected:
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| 37 |
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| 38 | String mName;
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| 39 | Entity* mCharacterMeshEntity;
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| 40 | Entity* mWeaponEntity;
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| 41 | Bone* mWeaponAttachBone;
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| 42 | SceneNode* mWeaponNode;
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| 43 | SceneNode* mWeaponBoundNode;
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| 44 | SceneNode* mWeaponBoundDebugNode;
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| 45 | SceneNode* mPlayerBoundDebugNode;
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| 46 | Actor* mWeaponBound;
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| 47 | Scene* mScene;
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| 48 | Character* mPlayerCharacter;
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| 49 | SceneNode* mPlayerNode;
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| 50 | float mMeshScale;
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| 51 | AnimationState* mCharacterMesh_AnimState;
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| 52 | SceneManager* mSceneManager;
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| 53 | PlayerAnimState mCurrentAnimState;
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| 54 | int mWeapon;
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| 55 | bool mMoving;
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| 56 | bool mForceAnimChange;
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| 57 | MyCharMoveController* mCharacterController;
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| 58 | Vector3 mPlayerDimensions;
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| 59 | bool mRunning;
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| 60 |
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| 61 | SceneNode* mWeaponNode2;
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| 62 | bool mDebug;
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| 63 |
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[2418] | 64 | virtual String getAnimStateName(PlayerAnimState as, int option = 0){return "stand";}
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[2405] | 65 | virtual void setAnimState(PlayerAnimState as)
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| 66 | {
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| 67 | if(mCurrentAnimState != PLAYERANIMSTATE_WALK)
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| 68 | {
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| 69 | mCharacterMesh_AnimState = mCharacterMeshEntity->getAnimationState(getAnimStateName(as));
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| 70 | mCharacterMesh_AnimState->setLoop(true);
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| 71 | mCharacterMesh_AnimState->setEnabled(true);
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| 72 | }
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| 73 | }
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| 74 | };
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| 75 |
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| 76 | class FPSPlayer : public PlayerCharacter
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| 77 | {
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| 78 | public:
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| 79 | FPSPlayer(Scene* scene, SceneManager* sceneManager, Vector3 dimensions, Vector3 startPosition, float cameraHeight, Camera* cam, bool debug = false);
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| 80 | ~FPSPlayer(void);
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| 81 |
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| 82 | void addPlayerMesh(String meshname, float meshscale, bool rotateModel);
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| 83 | virtual void processKeyInputs(InputReader* inputDevice);
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| 84 | bool frameStarted(const FrameEvent& evt);
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| 85 | virtual void processMouseInputs(InputReader* inputDevice);
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| 86 | void addWeaponModel(String meshname, String attachBoneName);
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[2411] | 87 | Vector3 getPosition(){return mPlayerNode->getWorldPosition();
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| 88 | return mPlayerCharacter->getGlobalPosition();}
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[2405] | 89 | // Vector3 getOrienation(){return mPlayerCharacter->getGlobalOrientation();}
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| 90 |
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| 91 | static FPSPlayer* thePlayer;
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| 92 | static FPSPlayer* getPlayer(){return thePlayer;}
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| 93 |
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| 94 | protected:
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| 95 |
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| 96 | Camera* mCamera;
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| 97 | float mCameraHeight;
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| 98 |
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| 99 | String getAnimStateName(PlayerAnimState as, int option = 0);
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| 100 | void setAnimState(PlayerAnimState as);
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| 101 | };
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