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forked from 0ad/0ad
0ad/source/tools/sced/PaintObjectCommand.cpp

78 lines
2.1 KiB
C++
Executable File

#include "precompiled.h"
#include "PaintObjectCommand.h"
#include "UnitManager.h"
#include "ObjectEntry.h"
#include "Model.h"
#include "Unit.h"
#include "Game.h"
#include "BaseEntity.h"
#include "BaseEntityCollection.h"
#include "EntityManager.h"
CPaintObjectCommand::CPaintObjectCommand(CBaseEntity* object,const CMatrix3D& transform)
: m_BaseEntity(object), m_Transform(transform), m_Entity()
{
}
CPaintObjectCommand::~CPaintObjectCommand()
{
}
void CPaintObjectCommand::Execute()
{
CVector3D orient = m_Transform.GetIn();
CVector3D position = m_Transform.GetTranslation();
m_Entity = g_EntityManager.create(m_BaseEntity, position, atan2(-orient.X, -orient.Z));
m_Entity->SetPlayer(g_Game->GetPlayer(1));
}
void CPaintObjectCommand::UpdateTransform(CMatrix3D& transform)
{
CVector3D orient = transform.GetIn();
CVector3D position = transform.GetTranslation();
// This is quite yucky, but nothing else seems to actually work:
m_Entity->m_position =
m_Entity->m_position_previous =
m_Entity->m_graphics_position = position;
m_Entity->teleport();
m_Entity->m_orientation =
m_Entity->m_orientation_previous =
m_Entity->m_graphics_orientation = atan2(-orient.X, -orient.Z);
m_Entity->reorient();
}
//////////////////////////////////////////////////////////////////////////////////////////////////
// Finalize: notification that command has finished (ie object stopped rotating) - convert
// unit to entity if there's a template for it
void CPaintObjectCommand::Finalize()
{
// CBaseEntity* templateObject = g_EntityTemplateCollection.getTemplateByActor(m_Object);
// if( templateObject )
// {
// CVector3D orient = m_Unit->GetModel()->GetTransform().GetIn();
// CVector3D position = m_Unit->GetModel()->GetTransform().GetTranslation();
// g_UnitMan.RemoveUnit(m_Unit);
// HEntity ent = g_EntityManager.create( templateObject, position, atan2( -orient.X, -orient.Z ) );
// ent->SetPlayer(g_Game->GetPlayer(1));
// }
}
void CPaintObjectCommand::Undo()
{
// remove model from unit managers list
// g_UnitMan.RemoveUnit(m_Unit);
}
void CPaintObjectCommand::Redo()
{
// add the unit back to the unit manager
// g_UnitMan.AddUnit(m_Unit);
}