61 lines
1.6 KiB
C++
Executable File
61 lines
1.6 KiB
C++
Executable File
#include "precompiled.h"
|
|
|
|
#include "PaintObjectCommand.h"
|
|
#include "UnitManager.h"
|
|
#include "ObjectEntry.h"
|
|
#include "Model.h"
|
|
#include "Unit.h"
|
|
|
|
#include "BaseEntity.h"
|
|
#include "BaseEntityCollection.h"
|
|
#include "EntityManager.h"
|
|
|
|
CPaintObjectCommand::CPaintObjectCommand(CObjectEntry* object,const CMatrix3D& transform)
|
|
: m_Object(object), m_Transform(transform), m_Unit(0)
|
|
{
|
|
}
|
|
|
|
CPaintObjectCommand::~CPaintObjectCommand()
|
|
{
|
|
}
|
|
|
|
|
|
void CPaintObjectCommand::Execute()
|
|
{
|
|
// create new unit
|
|
m_Unit=new CUnit(m_Object,m_Object->m_Model->Clone());
|
|
m_Unit->GetModel()->SetTransform(m_Transform);
|
|
|
|
// add this unit to list of units stored in unit manager
|
|
g_UnitMan.AddUnit(m_Unit);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// 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->m_player = (CPlayer*)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);
|
|
}
|