1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #ifndef _PositionableEntity_H__ |
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30 | #define _PositionableEntity_H__ |
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31 | |
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32 | #include "OrxonoxPrereqs.h" |
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33 | #include "MovableEntity.h" |
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34 | |
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35 | namespace orxonox |
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36 | { |
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37 | class _OrxonoxExport PositionableEntity : public MovableEntity |
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38 | { |
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39 | public: |
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40 | PositionableEntity(BaseObject* creator); |
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41 | virtual ~PositionableEntity(); |
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42 | |
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43 | void registerVariables(); |
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44 | |
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45 | using WorldEntity::setPosition; |
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46 | using WorldEntity::translate; |
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47 | using WorldEntity::setOrientation; |
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48 | using WorldEntity::rotate; |
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49 | using WorldEntity::yaw; |
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50 | using WorldEntity::pitch; |
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51 | using WorldEntity::roll; |
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52 | using WorldEntity::lookAt; |
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53 | using WorldEntity::setDirection; |
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54 | |
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55 | inline void setPosition(const Vector3& position) |
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56 | { this->node_->setPosition(position); } |
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57 | inline void translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL) |
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58 | { this->node_->translate(distance, relativeTo); } |
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59 | inline void setOrientation(const Quaternion& orientation) |
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60 | { this->node_->setOrientation(orientation); } |
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61 | inline void rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL) |
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62 | { this->node_->rotate(rotation, relativeTo); } |
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63 | inline void yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL) |
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64 | { this->node_->yaw(angle, relativeTo); } |
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65 | inline void pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL) |
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66 | { this->node_->pitch(angle, relativeTo); } |
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67 | inline void roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL) |
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68 | { this->node_->roll(angle, relativeTo); } |
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69 | inline void lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z) |
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70 | { this->node_->lookAt(target, relativeTo, localDirectionVector); } |
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71 | inline void setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z) |
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72 | { this->node_->setDirection(direction, relativeTo, localDirectionVector); } |
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73 | |
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74 | private: |
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75 | //void attachPhysicalObject(WorldEntity* object); |
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76 | }; |
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77 | } |
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78 | |
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79 | #endif /* _PositionableEntity_H__ */ |
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