//////////////////////////////////////////////////////////////////////////////// // 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 #include 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 points_; ScorchedContext *context_; Vector lookAt_, lookFrom_; float totalTime_; bool finished_; }; #endif