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#ifndef _GAME_ENTITY_BASE_H
#define _GAME_ENTITY_BASE_H
#include "Math.h"
class GameEntityBase
{
public:
virtual void updateAI() = 0;
virtual void updatePursuitAction( const D3DXVECTOR3 &targetPos ) = 0;
virtual void transformManyVertices( unsigned int numVerts ) = 0;
virtual void calculateOrientation( float dt ) = 0;
void UpdateRotation()
{
D3DXMATRIX m = quatToMatrix( ori_ );
side_ = D3DXVECTOR3( m(0,0), m(1,0), m(2,0) );
up_ = D3DXVECTOR3( m(0,1), m(1,1), m(2,1) );
dir_ = D3DXVECTOR3( m(0,2), m(1,2), m(2,2) );
}
protected:
D3DXVECTOR3 dir_;
D3DXVECTOR3 up_;
D3DXVECTOR3 side_;
float yaw_;
float pitch_;
float roll_;
D3DXVECTOR3 angularVel_;
D3DXQUATERNION ori_;
D3DXVECTOR3 pos_;
};
#endif
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