budnhead/org.niclasundharald.engine/Actor.cs

136 lines
2.6 KiB
C#

using System;
using System.Collections.Generic;
using OpenTK;
using org.niclasundharald.engine.graphics;
using nhengine.Audio;
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);
_player = new nhPlayer();
activePlayers.Add(_player);
}
public void destroy(){
finishedActors.Add(this);
_player.deletePlayer();
}
public Vector3 Heading { get; set; }
public Vector3 Velocity { get; set; }
public float Weight { get; set; }
public virtual void update(float timespan){
if (soundPlaying()){
syncSoundPosition();
}
}
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;
}
//>>>>>>>>AUDIO
private static List<nhPlayer> activePlayers = new List<nhPlayer>();
private static Dictionary<string,int> aBuffers = new Dictionary<string,int>();
private nhPlayer _player;
public bool isPlaying = false;
public void setDistanceAttenuation(float rollOf = 2.0f, float refDistance = 1.0f, float maxDistance = 100.0f)
{
_player.setDistanceAttenuation(rollOf, refDistance, maxDistance);
}
public void setBuffers(params string[] buffers)
{
foreach (string i in buffers)
{
if(!aBuffers.ContainsKey(i))
aBuffers.Add(i, nhBuffers.buffers[i]);
}
}
public void playSound(string sound, float gain = 1.0f, bool loop = false)
{
_player.position = this.Position;
_player.velocity = this.Velocity;
_player.play(aBuffers[sound], gain, loop);
}
private void syncSoundPosition()
{
_player.setPosition(this.Position);
_player.setVelocity(this.Velocity);
}
public Boolean soundPlaying(){
return _player.state();
}
}
}