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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32 | void doAction(float dt);
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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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64 | virtual String getAnimStateName(PlayerAnimState as, int option = 0){return "walk";}
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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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87 | Vector3 getPosition(){return mPlayerNode->getWorldPosition();
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88 | return mPlayerCharacter->getGlobalPosition();}
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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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