Show ViewPoints.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#if !defined(__INCLUDE_ViewPointsh_INCLUDE__)
#define __INCLUDE_ViewPointsh_INCLUDE__
#include <list>
#include <common/Vector.h>
class ScorchedContext;
class ViewPoints
{
public:
class ViewPoint
{
public:
ViewPoint() : radius_(0.0f), from_(1.0f, 0.0f, 0.0f) { }
void setLookFrom(Vector &from) { from_ = from; }
Vector &getLookFrom() { return from_; }
void setPosition(Vector &pos) { position_ = pos; }
Vector &getPosition() { return position_; }
void setRadius(float radius) { radius_ = radius; }
float getRadius() { return radius_; }
protected:
float radius_;
Vector position_;
Vector from_;
};
ViewPoints();
virtual ~ViewPoints();
void reset() { finished_ = false; }
void explosion(unsigned int playerId);
void simulate(float frameTime);
void getValues(Vector &lookAt,
Vector &lookFrom);
void setValues(Vector &lookAt,
Vector &lookFrom);
int getLookAtCount();
ViewPoints::ViewPoint *getNewViewPoint(unsigned int playerId);
void releaseViewPoint(ViewPoints::ViewPoint *point);
void setContext(ScorchedContext *context) { context_ = context; }
protected:
std::list<ViewPoint *> points_;
ScorchedContext *context_;
Vector lookAt_, lookFrom_;
float totalTime_;
bool finished_;
};
#endif
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