/****************************************************************************** Use 'Static' class for solid objects, which position will never change. /******************************************************************************/ namespace Game{ /******************************************************************************/ STRUCT(Static , Obj) // Game Static Object, these objects are static and can't be moved during game (this class is similar to Game::Kinematic, with the exception that Kinematic can be moved manually) //{ Vec scale ; // scale ObjectPtr base ; // base object MeshPtr mesh ; // mesh Int mesh_variation; // mesh variation index Actor actor ; // actor // manage virtual void create(Object &obj); // create from object virtual void setUnsavedParams(); // set parameters which are not included in the save file // get / set virtual Vec pos ( ); // get position virtual void pos (C Vec &pos ); // set position virtual Matrix matrix ( ); // get matrix , returned matrix is normalized virtual Matrix matrixScaled( ); // get matrix , returned matrix is scaled by 'scale' virtual void matrix (C Matrix &matrix); // set matrix , 'matrix' must be normalized // callbacks virtual void memoryAddressChanged(); // called when object memory address has been changed, you should override it and adjust Actor::obj pointer for all actors // update virtual Bool update(); // update, return false when object wants to be deleted, and true if wants to exist // draw virtual UInt drawPrepare(); // prepare for drawing, this will be called in RM_PREPARE mode, in this method you should add the meshes to the draw list (Mesh::draw), and return a combination of bits of which additional render modes will be required for custom drawing of the object (for example "return IndexToFlag(RM_BLEND)" requests blend mode rendering) virtual void drawShadow (); // in this method you should add the meshes to the shadow draw list (Mesh::drawShadow) // io virtual Bool save(File &f); // save, false on fail virtual Bool load(File &f); // load, false on fail ~Static(); Static(); protected: Matrix _matrix, _matrix_scaled; }; /******************************************************************************/ } // namespace /******************************************************************************/