topical media & game development 
  
 
 
 
 
  
    
    
  
 lib-game-delta3d-demos-TankTarget-TankActor.h / h
  /* -*-c++-*-
   * TutorialLibrary - TankActor (.h & .cpp) - Using 'The MIT License'
   * Copyright (C) 2006-2008, Alion Science and Technology Corporation
   *
   * Permission is hereby granted, free of charge, to any person obtaining a copy
   * of this software and associated documentation files (the "Software"), to deal
   * in the Software without restriction, including without limitation the rights
   * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   * copies of the Software, and to permit persons to whom the Software is
   * furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice shall be included in
   * all copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   * THE SOFTWARE.
   *
   *
	 author:  Curtiss Murphy
  
   */
  
  ifndef __GM_TUTORIAL_TANK_ACTOR__
  define __GM_TUTORIAL_TANK_ACTOR__
  
  include <export.h>
  include <dtCore/refptr.h>
  include <dtActors/gamemeshactor.h>
  include <dtCore/particlesystem.h>
  include <dtCore/isector.h>
  include <dtCore/transform.h>
  include <osgSim/DOFTransform>
  
  
 This class is the actor that represents a hover tank of sorts.  It knows how to
 respond to keyboard presses (I, J, K, L to steer). It also listens for
 "ToggleEngine" & "SpeedBoost" GameEvents.  This actor correctly handles
 TickLocal versus TickRemote.
  
  class TUTORIAL_TANK_EXPORT TankActor : public dtActors::GameMeshActor
  {
     public:
  
        // Constant identifier for our game event handler method.
        static const std::string EVENT_HANDLER_NAME;
  
        // Constructs the tank actor.
        TankActor(dtGame::GameActorProxy& proxy);
  
        
 This method is an invokable for when a local object receives a tick.
	 parameter:  tickMessage A message containing tick related information.
  
        virtual void OnTickLocal(const dtGame::TickMessage& tickMessage);
  
        
 This method is an invokable for when a remote object receives a tick.
	 parameter:  tickMessage A message containing tick related information.
  
        virtual void OnTickRemote(const dtGame::TickMessage& tickMessage);
  
        
 Generic handler (Invokable) for messages. Overridden from base class.
 This is the default invokable on GameActorProxy.
  
        virtual void ProcessMessage(const dtGame::Message& message);
  
        
 Sets the velocity of our tank actor.
	 parameter:  velocity The new velocity.
 @note This may cause an actor update message
  
        void SetVelocity(float velocity);
  
        //
	 returns:  The actor's current velocity.
  
        float GetVelocity() const { return mVelocity; }
  
        
 Sets the turn rate of our tank actor.
	 parameter:  rate The new turn rate in degrees per second.
 @note This may cause an actor update message
  
        void SetTurnRate(float rate);
  
        //
	 returns:  The actor's current turn rate.
  
        float GetTurnRate() const { return mTurnRate; }
  
        
 This is a method called by the game event invokable when a game
 event message is passed through the game manager.
	 parameter:  msg The message containing the game event.
  
        void HandleGameEvent(const dtGame::Message& msg);
  
        // Called when the actor has been added to the game manager.
        // You can respond to OnEnteredWorld on either the proxy or actor or both.
        virtual void OnEnteredWorld();
  
     protected:
        virtual ~TankActor() { } ;
  
     private:
        // do our internal velocity/turn calculations based on keyboard status
        // only relevant for Local mode (ie, not when remote)
        void ComputeVelocityAndTurn(float deltaSimTime);
  
        // calculate new position based on turn rate and velocity
        // relevant in both local and remote
        void MoveTheTank(float deltaSimTime);
  
        void CheckForNewTarget();
  
        // Utility method to fire a target changed message using mCurrentTargetId
        void FireTargetChangedMessage();
  
        // private vars
        dtCore::RefPtr<dtCore::ParticleSystem> mDust;
        dtCore::RefPtr<dtCore::ParticleSystem> mCannonShot;
  
        float mVelocity;
        float mAddOnVelocity;
        float mTurnRate;
        bool  mIsEngineRunning;
        float mLastReportedVelocity;
        dtCore::RefPtr<dtCore::Isector> mIsector;
        dtCore::UniqueId mNoTargetId;
        dtCore::UniqueId mCurrentTargetId;
        dtCore::Transform mOriginalPosition;
  
        bool mPropertiesUpdated;
  
        dtCore::RefPtr<osgSim::DOFTransform> mDOFTran;
  
  };
  
  
 Our proxy class for the hover tank actor.  The proxy contains properties,
 invokables, and hover tank actor.
  
  class TUTORIAL_TANK_EXPORT TankActorProxy : public dtActors::GameMeshActorProxy
  {
     public:
        // Constructs the proxy.
        TankActorProxy();
  
        // Creates the properties that are custom to the hover tank proxy.
        virtual void BuildPropertyMap();
  
     protected:
        virtual ~TankActorProxy() { };
  
        // Creates an instance of our hover tank actor
        virtual void CreateActor();
  
        // Called when this proxy is added to the game manager (ie, the "world")
        // You can respond to OnEnteredWorld on either the proxy or actor or both.
        virtual void OnEnteredWorld();
  };
  
  endif
  
  
  
(C) Æliens 
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher. 
In case of other copyright issues, contact the author.