36 lines
990 B
C++
36 lines
990 B
C++
#ifndef _ENTITYFACTORYBASE_H
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#define _ENTITYFACTORYASE_H
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#include "Module.h"
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namespace Engine {
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struct EntityBase;
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struct EntityPhysicState;
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struct EntityControllerState;
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/** \brief Takes care of the creation of user-defined Entities
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*
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* To be able to define custom types of Entities we use a Object Factory for
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* which the actual CreateEntityXYZState () function can be overloaded with
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* the creation of custom types.
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*
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* The method EntityFactory::CreateEntity() will be called by the
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* Model::CreateEntity() function which also takes care of registering the
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* Entity to required submodules.
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*/
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class EntityFactoryBase : public Module {
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public: EntityFactoryBase () {};
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virtual EntityPhysicState* CreateEntityPhysicState (int type);
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virtual EntityControllerState* CreateEntityControllerState (int type);
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virtual EntityBase* CreateEntity (int type);
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protected:
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virtual int OnInit (int argc, char* argv[]);
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};
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}
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#endif // _ENTITYFACTORYBASE_H
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