/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #ifndef _WorldEntity_H__ #define _WorldEntity_H__ #include "OrxonoxPrereqs.h" #include #include #include "util/Math.h" #include "util/XMLIncludes.h" #include "network/Synchronisable.h" #include "core/BaseObject.h" #include "Tickable.h" #include "../tools/Mesh.h" namespace orxonox { class _OrxonoxExport WorldEntity : public BaseObject, public Tickable, public network::Synchronisable { public: WorldEntity(); virtual ~WorldEntity(); virtual void tick(float dt); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); virtual inline bool create(){ return Synchronisable::create(); } void attachWorldEntity(WorldEntity* entity); const WorldEntity* getAttachedWorldEntity(unsigned int index) const; inline Ogre::SceneNode* getNode() { return this->node_; } inline void setNode(Ogre::SceneNode* node) { this->node_ = node; } inline void setPosition(const Vector3& pos) { this->node_->setPosition(pos); } inline void setPositionLoader1(const Vector3& pos) { this->node_->setPosition(pos); } inline void setPositionLoader2(Real x, Real y, Real z) { this->node_->setPosition(x, y, z); } inline void setPosition(Real x, Real y, Real z) { this->node_->setPosition(x, y, z); } inline const Vector3& getPosition() const { return this->node_->getPosition(); } inline const Vector3& getWorldPosition() const { return this->node_->getWorldPosition(); } inline void translate(const Vector3 &d, Ogre::Node::TransformSpace relativeTo=Ogre::Node::TS_PARENT) { this->node_->translate(d, relativeTo); } inline void translate(Real x, Real y, Real z, Ogre::Node::TransformSpace relativeTo=Ogre::Node::TS_PARENT) { this->node_->translate(x, y, z, relativeTo); } inline void translate(const Matrix3 &axes, const Vector3 &move, Ogre::Node::TransformSpace relativeTo=Ogre::Node::TS_PARENT) { this->node_->translate(axes, move, relativeTo); } inline void translate(const Matrix3 &axes, Real x, Real y, Real z, Ogre::Node::TransformSpace relativeTo=Ogre::Node::TS_PARENT) { this->node_->translate(axes, x, y, z, relativeTo); } inline void yaw(const Radian &angle, Ogre::Node::TransformSpace relativeTo=Ogre::Node::TS_LOCAL) { this->node_->yaw(angle, relativeTo); } inline void pitch(const Radian &angle, Ogre::Node::TransformSpace relativeTo=Ogre::Node::TS_LOCAL) { this->node_->pitch(angle, relativeTo); } inline void roll(const Radian &angle, Ogre::Node::TransformSpace relativeTo=Ogre::Node::TS_LOCAL) { this->node_->roll(angle, relativeTo); } void setYawPitchRoll(const Degree& yaw, const Degree& pitch, const Degree& roll); inline void setYaw(const Degree &angle) { this->node_->yaw(angle, Ogre::Node::TS_LOCAL); } inline void setPitch(const Degree &angle) { this->node_->pitch(angle, Ogre::Node::TS_LOCAL); } inline void setRoll(const Degree &angle) { this->node_->roll(angle, Ogre::Node::TS_LOCAL); } inline const Ogre::Quaternion& getOrientation() { return this->node_->getOrientation(); } inline const Ogre::Quaternion& getWorldOrientation() { return this->node_->getWorldOrientation(); } inline void setOrientation(const Ogre::Quaternion& quat) { this->node_->setOrientation(quat); } inline void rotate(const Vector3 &axis, const Radian &angle, Ogre::Node::TransformSpace relativeTo=Ogre::Node::TS_LOCAL) { this->node_->rotate(axis, angle, relativeTo); } inline void setDirectionLoader(Real x, Real y, Real z) { this->setDirection(x, y, z); } inline void setDirection(Real x, Real y, Real z, Ogre::Node::TransformSpace relativeTo=Ogre::Node::TS_LOCAL, const Vector3 &localDirectionVector=Vector3::NEGATIVE_UNIT_Z) { this->node_->setDirection(x, y, z, relativeTo, localDirectionVector); } inline void setDirection(const Vector3 &vec, Ogre::Node::TransformSpace relativeTo=Ogre::Node::TS_LOCAL, const Vector3 &localDirectionVector=Vector3::NEGATIVE_UNIT_Z) { this->node_->setDirection(vec, relativeTo, localDirectionVector); } inline void lookAt(const Vector3 &targetPoint, Ogre::Node::TransformSpace relativeTo, const Vector3 &localDirectionVector=Vector3::NEGATIVE_UNIT_Z) { this->node_->lookAt(targetPoint, relativeTo, localDirectionVector); } inline void setScale(const Vector3 &scale) { this->node_->setScale(scale); } inline void setScale(Real x, Real y, Real z) { this->node_->setScale(x, y, z); } inline void setScale(Real scale) { this->node_->setScale(scale, scale, scale); } inline void setTotalScale(Real scale) { this->node_->setScale(scale, scale, scale); } inline const Vector3& getScale(void) const { return this->node_->getScale(); } inline void scale(const Vector3 &scale) { this->node_->scale(scale); } inline void scale(Real x, Real y, Real z) { this->node_->scale(x, y, z); } inline void scale(Real scale) { this->node_->scale(scale, scale, scale); } inline void attachObject(Ogre::MovableObject *obj) { this->node_->attachObject(obj); } inline void attachObject(Mesh &mesh) { this->node_->attachObject(mesh.getEntity()); } inline void detachObject(Ogre::MovableObject *obj) { this->node_->detachObject(obj); } inline void detachAllObjects() { this->node_->detachAllObjects(); } inline void setVelocity(const Vector3& velocity) { this->velocity_ = velocity; } inline void setVelocity(Real x, Real y, Real z) { this->velocity_.x = x; this->velocity_.y = y; this->velocity_.z = z; } inline const Vector3& getVelocity() const { return this->velocity_; } inline void setAcceleration(const Vector3& acceleration) { this->acceleration_ = acceleration; } inline void setAcceleration(Real x, Real y, Real z) { this->acceleration_.x = x; this->acceleration_.y = y; this->acceleration_.z = z; } inline const Vector3& getAcceleration() const { return this->acceleration_; } inline void setRotationAxisLoader(const Vector3& axis) { this->rotationAxis_ = axis; rotationAxis_.normalise(); } inline void setRotationAxis(const Vector3& axis) { this->rotationAxis_ = axis; rotationAxis_.normalise(); } inline void setRotationAxis(Real x, Real y, Real z) { this->rotationAxis_.x = x; this->rotationAxis_.y = y; this->rotationAxis_.z = z; rotationAxis_.normalise(); } inline const Vector3& getRotationAxis() const { return this->rotationAxis_; } // inline void setRotationRate(const Radian& angle) // { this->rotationRate_ = angle; } inline void setRotationRate(const Degree& angle) { this->rotationRate_ = angle; this->setStatic(angle == Degree(0)); } inline const Radian& getRotationRate() const { return this->rotationRate_; } inline void setMomentum(const Radian& angle) { this->momentum_ = angle; } inline void setMomentum(const Degree& angle) { this->momentum_ = angle; } inline const Radian& getMomentum() const { return this->momentum_; } inline void setStatic(bool bStatic) { this->bStatic_ = bStatic; } inline bool isStatic() { return this->bStatic_; } protected: void registerAllVariables(); Vector3 velocity_; Vector3 acceleration_; Vector3 rotationAxis_; Radian rotationRate_; Radian momentum_; private: static unsigned int worldEntityCounter_s; Ogre::SceneNode* node_; bool bStatic_; std::vector attachedWorldEntities_; }; } #endif /* _WorldEntity_H__ */