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Cube.h
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Cube.h
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#ifndef __Cube_h_
#define __Cube_h_
#pragma once
#pragma message ("Cube object is defined")
#include <OgreEntity.h>
#include <OgreSceneNode.h>
#include <OgreSceneManager.h>
#include <OgrePrerequisites.h>
#include <OgreStringConverter.h>
#include <sstream>
class Cube
{
public:
Cube(Ogre::SceneManager& mSceneMgr, Ogre::Real x, Ogre::Real y, Ogre::Real z);
virtual ~Cube();
Ogre::SceneNode* getCubeNode();
Ogre::Entity* getCubeEntity();
Ogre::AxisAlignedBox getBoundingBox();
static std::vector<std::string> Cube::split(const std::string &s, char delim, std::vector<std::string> &elems);
static std::vector<std::string> Cube::split(const std::string &s, char delim);
protected:
Ogre::SceneNode* _cubeNode;
Ogre::Entity* _cubeEntity;
private:
void ground(Ogre::SceneManager& mSceneMgr);
Ogre::Vector3 getEntityCenter(Ogre::Entity& _entity);
Ogre::SceneManager* _mSceneMgr;
std::string _name;
};
class GoldCube :
public Cube
{
public:
GoldCube(Ogre::SceneManager& mSceneMgr, Ogre::Real x, Ogre::Real y, Ogre::Real z);
~GoldCube();
};
class MetalCube :
public Cube
{
public:
MetalCube(Ogre::SceneManager& mSceneMgr, Ogre::Real x, Ogre::Real y, Ogre::Real z);
~MetalCube();
};
class FireCube :
public Cube
{
public:
FireCube(Ogre::SceneManager& mSceneMgr, Ogre::Real x, Ogre::Real y, Ogre::Real z);
~FireCube();
};
class WaterCube :
public Cube
{
public:
WaterCube(Ogre::SceneManager& mSceneMgr, Ogre::Real x, Ogre::Real y, Ogre::Real z);
~WaterCube();
};
class WoodenCube :
public Cube
{
public:
WoodenCube(Ogre::SceneManager& mSceneMgr, Ogre::Real x, Ogre::Real y, Ogre::Real z);
~WoodenCube();
};
class CubeFactory
{
public:
static CubeFactory& getInstance();
Cube* create(std::string, Ogre::SceneManager& mSceneMgr, Ogre::Real x, Ogre::Real y, Ogre::Real z);
private:
CubeFactory();
~CubeFactory();
Cube* createWoodenCubeFun(Ogre::SceneManager& mSceneMgr, Ogre::Real x, Ogre::Real y, Ogre::Real z);
Cube* createMetalCubeFun(Ogre::SceneManager& mSceneMgr, Ogre::Real x, Ogre::Real y, Ogre::Real z);
Cube* createWaterCubeFun(Ogre::SceneManager& mSceneMgr, Ogre::Real x, Ogre::Real y, Ogre::Real z);
Cube* createFireCubeFun(Ogre::SceneManager& mSceneMgr, Ogre::Real x, Ogre::Real y, Ogre::Real z);
Cube* createGoldCubeFun(Ogre::SceneManager& mSceneMgr, Ogre::Real x, Ogre::Real y, Ogre::Real z);
};
#endif