general player class cleanup

This commit is contained in:
Marc Zinnschlag 2011-01-06 10:07:01 +01:00
parent 4a12be11bf
commit 4f51391003
2 changed files with 44 additions and 44 deletions

View file

@ -32,6 +32,27 @@ namespace MWWorld
-mPlayer.ref.pos.pos[1])); -mPlayer.ref.pos.pos[1]));
} }
void Player::moveRel (float &relX, float &relY, float &relZ)
{
// Move camera relative to its own direction
camera->moveRelative (Ogre::Vector3(relX,0,relZ));
// Up/down movement is always done relative the world axis.
camera->move (Ogre::Vector3(0,relY,0));
// Get new camera position, converting back to MW coords.
Ogre::Vector3 pos = camera->getPosition();
relX = pos[0];
relY = -pos[2];
relZ = pos[1];
// TODO: Collision detection must be used to find the REAL new
// position.
// Set the position
setPos(relX, relY, relZ);
}
void Player::setClass (const ESM::Class& class_) void Player::setClass (const ESM::Class& class_)
{ {
ESM::Class *new_class = new ESM::Class (class_); ESM::Class *new_class = new ESM::Class (class_);

View file

@ -15,58 +15,37 @@ namespace MWWorld
namespace MWWorld namespace MWWorld
{ {
class Player class Player
{
ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData> mPlayer;
MWWorld::Ptr::CellStore *mCellStore;
Ogre::Camera *camera;
MWWorld::World& mWorld;
std::string mName;
bool mMale;
std::string mRace;
std::string mBirthsign;
ESM::Class *mClass;
public:
Player(Ogre::Camera *cam, const ESM::NPC *player, MWWorld::World& world);
~Player();
// Set the player position. Uses Morrowind coordinates.
void setPos(float _x, float _y, float _z, bool updateCamera = false);
void setCell (MWWorld::Ptr::CellStore *cellStore)
{ {
mCellStore = cellStore; ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData> mPlayer;
} MWWorld::Ptr::CellStore *mCellStore;
Ogre::Camera *camera;
MWWorld::World& mWorld;
std::string mName;
bool mMale;
std::string mRace;
std::string mBirthsign;
ESM::Class *mClass;
Ogre::Camera *getCamera() { return camera; } public:
// Move the player relative to her own position and Player(Ogre::Camera *cam, const ESM::NPC *player, MWWorld::World& world);
// orientation. After the call, the new position is returned.
void moveRel(float &relX, float &relY, float &relZ)
{
using namespace Ogre;
// Move camera relative to its own direction ~Player();
camera->moveRelative(Vector3(relX,0,relZ));
// Up/down movement is always done relative the world axis. /// Set the player position. Uses Morrowind coordinates.
camera->move(Vector3(0,relY,0)); void setPos(float _x, float _y, float _z, bool updateCamera = false);
// Get new camera position, converting back to MW coords. void setCell (MWWorld::Ptr::CellStore *cellStore)
Vector3 pos = camera->getPosition(); {
relX = pos[0]; mCellStore = cellStore;
relY = -pos[2]; }
relZ = pos[1];
// TODO: Collision detection must be used to find the REAL new Ogre::Camera *getCamera() { return camera; }
// position.
// Set the position /// Move the player relative to her own position and
setPos(relX, relY, relZ); /// orientation. After the call, the new position is returned.
} void moveRel (float &relX, float &relY, float &relZ);
MWWorld::Ptr getPlayer() MWWorld::Ptr getPlayer()
{ {