budnhead/org.niclasundharald.engine/Actor.cs

73 lines
1.4 KiB
C#

using System;
using System.Collections.Generic;
using OpenTK;
using org.niclasundharald.engine.graphics;
namespace org.niclasundharald.engine
{
public class Actor : WorldObject
{
public static List<Actor> activeActors = new List<Actor>();
public static List<Actor> finishedActors = new List<Actor>();
public static void updateAll(float timespan){
foreach (Actor a in activeActors){
a.update(timespan);
}
foreach (Actor a in finishedActors){
activeActors.Remove(a);
}
finishedActors.Clear();
}
private int id;
public Actor(int id)
{
Console.WriteLine("New Actor: {0} / {1}",id,this);
this.id = id;
activeActors.Add(this);
}
public void destroy(){
finishedActors.Add(this);
}
public Vector3 Heading { get; set; }
public Vector3 Velocity { get; set; }
public float Weight { get; set; }
public virtual void update(float timespan){
}
public void setHeading(Vector3 heading,Vector3 top){
Vector3 x,y,z;
z = heading.Normalized();
x = Vector3.Cross( top.Normalized(), z ).Normalized();
y = Vector3.Cross( x, z );
Matrix4 mRotation = new Matrix4(
new Vector4(x,0),
new Vector4(y,0),
new Vector4(z,0),
new Vector4(0,0,0,1)
);
Rotation = Matrix4.CreateRotationX(MathHelper.PiOver2) * mRotation;
}
public Model3D Model3D { get; set; }
public override Model3D getModel3D()
{
return Model3D;
}
}
}