12#ifndef TT_INCLUDE__PHYSCONTROLLERCLASS_H
13#define TT_INCLUDE__PHYSCONTROLLERCLASS_H
18class PhysControllerClass
21 PhysControllerClass(
void) : MoveVector(0,0,0), TurnLeft(0) { }
22 void Reset(
void) { Reset_Move(); Reset_Turn(); }
23 void Set_Move_Forward(
float scl) { MoveVector.X = scl; }
24 void Set_Move_Left(
float scl) { MoveVector.Y = scl; }
25 void Set_Move_Up(
float scl) { MoveVector.Z = scl; }
26 void Set_Turn_Left(
float scl) { TurnLeft = scl; }
27 float Get_Move_Forward(
void) {
return MoveVector.X; }
28 float Get_Move_Left(
void) {
return MoveVector.Y; }
29 float Get_Move_Up(
void) {
return MoveVector.Z; }
30 float Get_Turn_Left(
void) {
return TurnLeft; }
31 void Reset_Move(
void) { MoveVector.Set(0,0,0); }
32 const Vector3 & Get_Move_Vector(
void) {
return MoveVector; }
33 void Reset_Turn(
void) { TurnLeft = 0.0f; }
34 bool Is_Inactive(
void)
36 return ((TurnLeft == 0.0f) && (MoveVector.Length2() == 0.0f));
38 bool Save(ChunkSaveClass & csave);
39 bool Load(ChunkLoadClass & cload);