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

63 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 "Game.h"
#include "BaseEntity.h"
#include "BaseEntityCollection.h"
#include "EntityManager.h"
#include "ObjectManager.h"
CPaintObjectCommand::CPaintObjectCommand(CObjectThing* object,const CMatrix3D& transform)
: m_Thing(object), m_Transform(transform), m_Entity()
{
}
CPaintObjectCommand::~CPaintObjectCommand()
{
}
void CPaintObjectCommand::Execute()
{
m_Thing->Create(m_Transform, 1);
}
void CPaintObjectCommand::UpdateTransform(CMatrix3D& transform)
{
m_Thing->SetTransform(transform);
}
//////////////////////////////////////////////////////////////////////////////////////////////////
// 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);
}