#include #include "EntityFactoryBase.h" #include "EntityBase.h" #include "coll2d.h" namespace Engine { int EntityFactoryBase::OnInit (int argc, char* argv[]) { LogMessage ("Initializing EntityFactory"); return 0; } EntityPhysicState* EntityFactoryBase::CreateEntityPhysicState (int type) { // In this simple factory the type is simply seen as the EntityBaseType. // However to prevent errors we do a simple check vor validity. if (type < 0 || type >> EntityBaseTypeLast ) { LogError ("Cannot create Entity with type %d: invalid type!", type); } EntityBaseType base_type = (EntityBaseType) type; // Create the Entity EntityPhysicState* entity_physics = new EntityPhysicState (); if (!entity_physics) { LogError ("Could not allocate enough memory for EntityPhysicState of type '%d'", type); } // default values for all entities entity_physics->mBaseType = base_type; // specific values for each Entity base_type if (base_type == EntityBaseTypeNone) { entity_physics->mShape = new coll2d::Sphere (0.01); assert (entity_physics->mShape); } else if (base_type == EntityBaseTypeActor) { entity_physics->mShape = new coll2d::Sphere (0.4); assert (entity_physics->mShape); } else if (base_type == EntityBaseTypeBlock) { entity_physics->mShape = new coll2d::Polygon (4); assert (entity_physics->mShape); static_cast (entity_physics->mShape)->setVertice (0, vector3d (-0.5, 0., 0.5)); static_cast (entity_physics->mShape)->setVertice (1, vector3d (0.5, 0., 0.5)); static_cast (entity_physics->mShape)->setVertice (2, vector3d (0.5, 0., -0.5)); static_cast (entity_physics->mShape)->setVertice (3, vector3d (-0.5, 0., -0.5)); } else if (base_type == EntityBaseTypeParticle) { entity_physics->mShape = new coll2d::Sphere (0.05); assert (entity_physics->mShape); } else { LogError ("No EntityPhysicState defined for Entity base_type '%d'", base_type); } return entity_physics; } EntityControllerState* EntityFactoryBase::CreateEntityControllerState (int type) { // In this simple factory the type is simply seen as the EntityBaseType. // However to prevent errors we do a simple check vor validity. if (type < 0 || type >> EntityBaseTypeLast ) { LogError ("Cannot create Entity with type %d: invalid type!", type); } EntityBaseType base_type = (EntityBaseType) type; // Create the Entity EntityControllerState* entity_controller = NULL; // specific values for each Entity base_type if (base_type == EntityBaseTypeNone) { } else if (base_type == EntityBaseTypeActor) { entity_controller = new EntityControllerState (); if (!entity_controller) { LogError ("Could not allocate enough memory for EntityControllerState of type '%d'", type); } } else if (base_type == EntityBaseTypeBlock) { } else if (base_type == EntityBaseTypeParticle) { } else { LogError ("No EntityPhysicState defined for Entity base_type '%d'", base_type); } return entity_controller; } EntityBase* EntityFactoryBase::CreateEntity (int type) { // In this simple factory the type is simply seen as the EntityBaseType. // However to prevent errors we do a simple check vor validity. if (type < 0 || type >> EntityBaseTypeLast ) { LogError ("Cannot create Entity with type %d: invalid type!", type); } EntityBaseType base_type = (EntityBaseType) type; // Create the Entity EntityBase *entity = new EntityBase; entity->mBaseType = base_type; if (!entity) { LogError ("Could not allocate enough memory for EntityVisualState of type '%d'", type); } entity->mPhysicState = CreateEntityPhysicState (type); entity->mControllerState = CreateEntityControllerState (type); return entity; } }