[1] | 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of the OGRE Reference Application, a layer built |
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| 4 | on top of OGRE(Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef __REFAPP_APPLICATIONOBJECT_H__ |
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| 30 | #define __REFAPP_APPLICATIONOBJECT_H__ |
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| 31 | |
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| 32 | #include "OgreRefAppPrerequisites.h" |
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| 33 | |
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| 34 | namespace OgreRefApp { |
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| 35 | |
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| 36 | /** This object is the base class for all discrete objects in the application. |
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| 37 | @remarks |
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| 38 | This object holds a reference to the underlying OGRE entity / entities which |
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| 39 | comprise it, plus links to the additional properties required to make it |
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| 40 | work in the application world. |
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| 41 | @remarks |
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| 42 | It extends the OGRE UserDefinedObject to allow reverse links from Ogre::Entity. |
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| 43 | Note that this class does not override the UserDefinedObject's getTypeId method |
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| 44 | because this class is abstract. |
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| 45 | */ |
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| 46 | class _OgreRefAppExport ApplicationObject : public UserDefinedObject |
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| 47 | { |
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| 48 | protected: |
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| 49 | // Visual component |
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| 50 | SceneNode* mSceneNode; |
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| 51 | Entity* mEntity; |
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| 52 | |
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| 53 | /// Dynamics properties, must be set up by subclasses if dynamics enabled |
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| 54 | dBody* mOdeBody; |
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| 55 | /// Mass parameters |
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| 56 | dMass mMass; |
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| 57 | |
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| 58 | |
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| 59 | /// Collision proxies, must be set up if collision enabled |
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| 60 | typedef std::list<dGeom*> CollisionProxyList; |
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| 61 | CollisionProxyList mCollisionProxies; |
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| 62 | |
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| 63 | |
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| 64 | bool mDynamicsEnabled; |
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| 65 | bool mReenableIfInteractedWith; |
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| 66 | bool mCollisionEnabled; |
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| 67 | |
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| 68 | Real mBounceCoeffRestitution; |
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| 69 | Real mBounceVelocityThreshold; |
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| 70 | Real mSoftness; |
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| 71 | Real mFriction; |
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| 72 | Real mLinearVelDisableThreshold; |
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| 73 | Real mAngularVelDisableThreshold; |
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| 74 | Real mDisableTime; |
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| 75 | Real mDisableTimeEnd; |
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| 76 | |
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| 77 | // Set up method, must override |
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| 78 | virtual void setUp(const String& name) = 0; |
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| 79 | /** Internal method for updating the state of the collision proxies. */ |
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| 80 | virtual void updateCollisionProxies(void); |
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| 81 | |
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| 82 | /** Internal method for testing the plane bounded region WorldFragment type. */ |
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| 83 | virtual bool testCollidePlaneBounds(SceneQuery::WorldFragment* wf); |
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| 84 | |
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| 85 | /// Internal method for updating the query mask |
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| 86 | virtual void setEntityQueryFlags(void); |
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| 87 | |
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| 88 | public: |
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| 89 | ApplicationObject(const String& name); |
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| 90 | virtual ~ApplicationObject(); |
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| 91 | |
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| 92 | /** Sets the position of this object. */ |
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| 93 | virtual void setPosition(const Vector3& vec); |
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| 94 | /** Sets the position of this object. */ |
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| 95 | virtual void setPosition(Real x, Real y, Real z); |
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| 96 | /** Sets the orientation of this object. */ |
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| 97 | virtual void setOrientation(const Quaternion& orientation); |
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| 98 | /** Gets the current position of this object. */ |
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| 99 | virtual const Vector3& getPosition(void); |
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| 100 | /** Gets the current orientation of this object. */ |
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| 101 | virtual const Quaternion& getOrientation(void); |
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| 102 | |
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| 103 | /// Updates the position of this game object from the simulation |
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| 104 | virtual void _updateFromDynamics(void); |
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| 105 | |
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| 106 | /// Returns whether or not this object is considered for collision. |
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| 107 | virtual bool isCollisionEnabled(void); |
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| 108 | /** Returns whether or not this object is physically simulated. |
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| 109 | @remarks |
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| 110 | Objects which are not physically simulated only move when their |
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| 111 | SceneNode is manually altered. |
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| 112 | */ |
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| 113 | virtual bool isDynamicsEnabled(void); |
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| 114 | /** Sets whether or not this object is considered for collision. |
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| 115 | @remarks |
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| 116 | Objects which have collision enabled must set up an ODE |
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| 117 | collision proxy as part of their setUp method. |
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| 118 | */ |
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| 119 | |
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| 120 | /** Sets the linear and angular velocity thresholds, below which the |
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| 121 | object will have it's dynamics automatically disabled for performance. |
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| 122 | @remarks |
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| 123 | These thresholds are used to speed up the simulation and to make it more |
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| 124 | stable, by turning off dynamics for objects that appear to be at rest. |
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| 125 | Otherwise, objects which are supposedly stationary can jitter when involved |
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| 126 | in large stacks, and can consume unnecessary CPU time. Note that if another |
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| 127 | object interacts with the disabled object, it will automatically reenable itself. |
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| 128 | @par |
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| 129 | If you never want to disable dynamics automatically for this object, just |
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| 130 | set all the values to 0. |
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| 131 | @param linearSq The squared linear velocity magnitude threshold |
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| 132 | @param angularSq The squared angular velocity magnitude threshold |
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| 133 | @param overTime The number of seconds over which the values must continue to be under |
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| 134 | this threshold for the dynamics to be disabled. This is to catch cases |
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| 135 | where the object almost stops moving because of a boundary condition, but |
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| 136 | would speed up again later (e.g. box teetering on an edge). |
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| 137 | |
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| 138 | */ |
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| 139 | virtual void setDynamicsDisableThreshold(Real linearSq, Real angularSq, Real overTime); |
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| 140 | |
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| 141 | virtual void setCollisionEnabled(bool enabled); |
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| 142 | /** Sets whether or not this object is physically simulated at this time. |
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| 143 | @remarks |
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| 144 | Objects which are not physically simulated only move when their |
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| 145 | SceneNode is manually altered. Objects which are physically |
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| 146 | simulated must set up an ODE body as part of their setUp method. |
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| 147 | @par |
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| 148 | You can also use this to temporarily turn off simulation on an object, |
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| 149 | such that it is not simulated until some other object which IS simulated |
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| 150 | comes in contact with it, or is attached to it with a joint. |
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| 151 | @param enabled Specifies whether dynamics is enabled |
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| 152 | @param reEnableOnInteraction If set to true, this object will reenable if some |
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| 153 | other dynamically simulated object interacts with it |
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| 154 | */ |
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| 155 | virtual void setDynamicsEnabled(bool enabled, bool reEnableOnInteraction = false); |
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| 156 | |
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| 157 | /** Sets the 'bounciness' of this object. |
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| 158 | * @remarks |
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| 159 | * Only applies if this object has both collision and dynamics enabled. |
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| 160 | * When 2 movable objects collide, the greatest bounce parameters |
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| 161 | * from both objects apply, so even a non-bouncy object can |
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| 162 | * bounce if it hits a bouncy surface. |
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| 163 | * @param restitutionValue Coeeficient of restitution |
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| 164 | * (0 for no bounce, 1 for perfect bounciness) |
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| 165 | * @param velocityThreshold Velocity below which no bounce will occur; |
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| 166 | * this is a dampening value to ensure small velocities do not |
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| 167 | * cause bounce. |
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| 168 | */ |
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| 169 | virtual void setBounceParameters(Real restitutionValue, Real velocityThreshold); |
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| 170 | /** Gets the cefficient of restitution (bounciness) for this object. */ |
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| 171 | virtual Real getBounceRestitutionValue(void); |
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| 172 | /** Gets the bounce velocity threshold for this object. */ |
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| 173 | virtual Real getBounceVelocityThreshold(void); |
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| 174 | |
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| 175 | /** Sets the softness of this object, which determines how much it is allowed to |
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| 176 | * penetrate other objects. |
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| 177 | * @remarks |
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| 178 | * This parameter only has meaning if collision and dynamics are enabled for this object. |
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| 179 | * @param softness Softness factor (0 is completely hard). Softness will be combined from |
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| 180 | * both objects involved in a collision to determine how much they will penetrate. |
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| 181 | */ |
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| 182 | virtual void setSoftness(Real softness); |
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| 183 | /** Gets the softness factor of this object. */ |
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| 184 | virtual Real getSoftness(void); |
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| 185 | |
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| 186 | /** Sets the Coulomb frictional coefficient for this object. |
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| 187 | @remarks |
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| 188 | This coefficient affects how much an object will slip when it comes |
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| 189 | into contact with another object. |
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| 190 | @param friction The Coulomb friction coefficient, valid from 0 to Math::POS_INFINITY. |
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| 191 | 0 means no friction, Math::POS_INFINITY means infinite friction ie no slippage. |
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| 192 | Note that friction between these 2 bounds is more CPU intensive so use with caution. |
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| 193 | */ |
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| 194 | virtual void setFriction(Real friction); |
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| 195 | /** Gets the Coulomb frictional coefficient for this object. */ |
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| 196 | virtual Real getFriction(void); |
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| 197 | /** Adds a linear force to this object, in object space, at the position indicated. |
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| 198 | @remarks |
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| 199 | All forces are applied, then reset after World::applyDynamics is called. |
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| 200 | @param direction The force direction in object coordinates. |
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| 201 | @param atPosition The position at which the force is to be applied, in object coordinates. |
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| 202 | */ |
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| 203 | virtual void addForce(const Vector3& direction, const Vector3& atPosition = Vector3::ZERO); |
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| 204 | /** Adds a linear force to this object, in object space, at the position indicated. |
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| 205 | @remarks |
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| 206 | All forces are applied, then reset after World::applyDynamics is called. |
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| 207 | @param dir_x, dir_y, dir_z The force direction in object coordinates. |
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| 208 | @param pos_x, pos_y, pos_z The position at which the force is to be applied, in object coordinates. |
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| 209 | */ |
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| 210 | virtual void addForce(Real dir_x, Real dir_y, Real dir_z, |
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| 211 | Real pos_x = 0, Real pos_y = 0, Real pos_z = 0); |
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| 212 | /** Adds a linear force to this object, in world space, at the position indicated. |
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| 213 | @remarks |
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| 214 | All forces are applied, then reset after World::applyDynamics is called. |
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| 215 | @param direction The force direction in world coordinates. |
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| 216 | @param atPosition The position at which the force is to be applied, in world coordinates. |
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| 217 | */ |
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| 218 | virtual void addForceWorldSpace(const Vector3& direction, const Vector3& atPosition = Vector3::ZERO); |
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| 219 | /** Adds a linear force to this object, in world space, at the position indicated. |
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| 220 | @remarks |
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| 221 | All forces are applied, then reset after World::applyDynamics is called. |
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| 222 | @param dir_x, dir_y, dir_z The force direction in world coordinates. |
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| 223 | @param pos_x, pos_y, pos_z The position at which the force is to be applied, in world coordinates. |
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| 224 | */ |
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| 225 | virtual void addForceWorldSpace(Real dir_x, Real dir_y, Real dir_z, |
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| 226 | Real pos_x, Real pos_y, Real pos_z); |
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| 227 | /** Adds rotational force to this object, in object space. |
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| 228 | @remarks |
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| 229 | All forces are applied, then reset after World::applyDynamics is called. |
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| 230 | @param direction The direction of the torque to apply, in object space. */ |
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| 231 | virtual void addTorque(const Vector3& direction); |
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| 232 | /** Adds rotational force to this object, in object space. |
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| 233 | @remarks |
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| 234 | All forces are applied, then reset after World::applyDynamics is called. |
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| 235 | @param x, y, z The direction of the torque to apply, in object space. */ |
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| 236 | virtual void addTorque(Real x, Real y, Real z); |
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| 237 | /** Adds rotational force to this object, in world space. |
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| 238 | @remarks |
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| 239 | All forces are applied, then reset after World::applyDynamics is called. |
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| 240 | @param direction The direction of the torque to apply, in world space. */ |
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| 241 | virtual void addTorqueWorldSpace(const Vector3& direction); |
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| 242 | /** Adds rotational force to this object, in world space. |
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| 243 | @remarks |
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| 244 | All forces are applied, then reset after World::applyDynamics is called. |
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| 245 | @param x, y, z The direction of the torque to apply, in world space. */ |
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| 246 | virtual void addTorqueWorldSpace(Real x, Real y, Real z); |
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| 247 | |
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| 248 | /** Tests to see if there is a detailed collision between this object and the object passed in. |
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| 249 | @remarks |
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| 250 | If there is a collision, both objects will be notified and if dynamics are enabled |
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| 251 | on these objects, physics will be applied automatically. |
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| 252 | @returns true if collision occurred |
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| 253 | |
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| 254 | */ |
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| 255 | virtual bool testCollide(ApplicationObject* otherObj); |
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| 256 | |
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| 257 | /** Tests to see if there is a detailed collision between this object and the |
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| 258 | world fragment passed in. |
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| 259 | @remarks |
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| 260 | If there is a collision, the object will be notified and if dynamics are enabled |
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| 261 | on this object, physics will be applied automatically. |
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| 262 | @returns true if collision occurred |
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| 263 | */ |
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| 264 | virtual bool testCollide(SceneQuery::WorldFragment* wf); |
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| 265 | |
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| 266 | /** Contains information about a collision; used in the _notifyCollided call. */ |
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| 267 | struct CollisionInfo |
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| 268 | { |
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| 269 | /// The position in world coordinates at which the collision occurred |
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| 270 | Vector3 position; |
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| 271 | /// The normal in world coordinates of the collision surface |
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| 272 | Vector3 normal; |
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| 273 | /// Penetration depth |
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| 274 | Real penetrationDepth; |
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| 275 | }; |
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| 276 | /** This method is called automatically if testCollide indicates a real collision. |
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| 277 | */ |
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| 278 | virtual void _notifyCollided(ApplicationObject* otherObj, const CollisionInfo& info); |
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| 279 | /** This method is called automatically if testCollide indicates a real collision. |
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| 280 | */ |
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| 281 | virtual void _notifyCollided(SceneQuery::WorldFragment* wf, const CollisionInfo& info); |
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| 282 | /** Gets the SceneNode which is being used to represent this object's position in |
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| 283 | the OGRE world. */ |
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| 284 | SceneNode* getSceneNode(void); |
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| 285 | /** Gets the Entity which is being used to represent this object in the OGRE world. */ |
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| 286 | Entity* getEntity(void); |
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| 287 | /** Gets the ODE body used to represent this object's mass and current velocity. */ |
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| 288 | dBody* getOdeBody(void); |
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| 289 | |
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| 290 | /** Set the mass parameters of this object to represent a sphere. |
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| 291 | @remarks |
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| 292 | This method sets the mass and inertia properties of this object such |
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| 293 | that it is like a sphere, ie center of gravity at the origin and |
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| 294 | an even distribution of mass in all directions. |
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| 295 | @param density Density of the sphere in Kg/m^3 |
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| 296 | @param radius of the sphere mass |
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| 297 | */ |
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| 298 | void setMassSphere(Real density, Real radius); |
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| 299 | |
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| 300 | /** Set the mass parameters of this object to represent a box. |
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| 301 | @remarks |
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| 302 | This method sets the mass and inertia properties of this object such |
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| 303 | that it is like a box. |
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| 304 | @param density Density of the box in Kg/m^3 |
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| 305 | @param dimensions Width, height and depth of the box. |
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| 306 | @param orientation Optional orientation of the box. |
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| 307 | */ |
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| 308 | void setMassBox(Real density, const Vector3& dimensions, |
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| 309 | const Quaternion& orientation = Quaternion::IDENTITY); |
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| 310 | |
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| 311 | /** Set the mass parameters of this object to represent a capped cylinder. |
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| 312 | @remarks |
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| 313 | This method sets the mass and inertia properties of this object such |
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| 314 | that it is like a capped cylinder, by default lying along the Z-axis. |
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| 315 | @param density Density of the cylinder in Kg/m^3 |
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| 316 | @param length Length of the cylinder |
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| 317 | @param width Width of the cylinder |
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| 318 | @param orientation Optional orientation if you wish the cylinder to lay |
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| 319 | along a different axis from Z. |
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| 320 | */ |
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| 321 | void setMassCappedCylinder(Real density, Real length, Real width, |
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| 322 | const Quaternion& orientation = Quaternion::IDENTITY); |
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| 323 | |
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| 324 | /** Sets the mass parameters manually, use only if you know how! |
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| 325 | @param mass Mass in Kg |
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| 326 | @param center The center of gravity |
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| 327 | @param inertia The inertia matrix describing distribution of the mass around the body. |
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| 328 | */ |
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| 329 | void setMassExpert(Real mass, const Vector3 center, const Matrix3 inertia); |
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| 330 | |
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| 331 | /** Gets the ODE mass parameters for this object. */ |
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| 332 | const dMass* getOdeMass(void); |
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| 333 | |
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| 334 | /** Sets the current linear velocity of this object. |
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| 335 | @remarks |
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| 336 | Only applicable if dynamics are enabled for this object. This method is useful |
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| 337 | for starting an object off at a particular speed rather than applying forces to get |
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| 338 | it there. |
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| 339 | */ |
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| 340 | void setLinearVelocity(const Vector3& vel); |
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| 341 | /** Sets the current linear velocity of this object. |
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| 342 | @remarks |
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| 343 | Only applicable if dynamics are enabled for this object. This method is useful |
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| 344 | for starting an object off at a particular speed rather than applying forces to get |
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| 345 | it there. |
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| 346 | */ |
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| 347 | void setLinearVelocity(Real x, Real y, Real z); |
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| 348 | /** Gets the current linear velocity of this object. |
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| 349 | @remarks |
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| 350 | Only applicable if dynamics are enabled for this object. |
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| 351 | @returns Vector3 representing the velocity in units per second. |
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| 352 | */ |
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| 353 | const Vector3& getLinearVelocity(void); |
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| 354 | |
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| 355 | /** Gets the current angular velocity of this object. |
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| 356 | @remarks |
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| 357 | Only applicable if dynamics are enabled for this object. |
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| 358 | @returns Vector3 representing the angular velocity in units per second around each axis. |
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| 359 | */ |
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| 360 | const Vector3& getAngularVelocity(void); |
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| 361 | |
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| 362 | /** Sets the current angular velocity of this object. |
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| 363 | @remarks |
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| 364 | Only applicable if dynamics are enabled for this object. This method is useful |
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| 365 | for starting an object off rather than applying forces to get |
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| 366 | it there. |
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| 367 | */ |
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| 368 | void setAngularVelocity(const Vector3& vel); |
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| 369 | /** Sets the current angular velocity of this object. |
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| 370 | @remarks |
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| 371 | Only applicable if dynamics are enabled for this object. This method is useful |
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| 372 | for starting an object off rather than applying forces to get |
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| 373 | it there. |
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| 374 | */ |
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| 375 | void setAngularVelocity(Real x, Real y, Real z); |
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| 376 | |
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| 377 | /** Moves the object along it's local axes. |
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| 378 | @par |
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| 379 | This method moves the object by the supplied vector along the |
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| 380 | local axes of the obect. |
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| 381 | @param |
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| 382 | d Vector with x,y,z values representing the translation. |
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| 383 | */ |
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| 384 | virtual void translate(const Vector3& d); |
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| 385 | /** Moves the object along it's local axes. |
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| 386 | @par |
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| 387 | This method moves the object by the supplied vector along the |
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| 388 | local axes of the obect. |
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| 389 | @param x, y z Real x, y and z values representing the translation. |
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| 390 | */ |
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| 391 | virtual void translate(Real x, Real y, Real z); |
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| 392 | |
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| 393 | /** Moves the object along the world axes. |
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| 394 | @par |
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| 395 | This method moves the object by the supplied vector along the |
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| 396 | world axes. |
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| 397 | @param |
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| 398 | d Vector with x,y,z values representing the translation. |
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| 399 | */ |
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| 400 | virtual void translateWorldSpace(const Vector3& d); |
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| 401 | /** Moves the object along the world axes. |
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| 402 | @par |
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| 403 | This method moves the object by the supplied vector along the |
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| 404 | local axes of the obect. |
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| 405 | @param x, y z Real x, y and z values representing the translation. |
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| 406 | */ |
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| 407 | virtual void translateWorldSpace(Real x, Real y, Real z); |
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| 408 | |
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| 409 | /** Rotate the object around the local Z-axis. |
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| 410 | */ |
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| 411 | virtual void roll(const Radian& angle); |
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| 412 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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| 413 | inline void roll(Real angleunits) { |
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| 414 | roll ( Angle(angleunits) ); |
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| 415 | } |
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| 416 | #endif//OGRE_FORCE_ANGLE_TYPES |
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| 417 | |
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| 418 | /** Rotate the object around the local X-axis. |
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| 419 | */ |
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| 420 | virtual void pitch(const Radian& angle); |
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| 421 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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| 422 | inline void pitch(Real angleunits) { |
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| 423 | pitch ( Angle(angleunits) ); |
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| 424 | } |
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| 425 | #endif//OGRE_FORCE_ANGLE_TYPES |
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| 426 | |
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| 427 | /** Rotate the object around the local Y-axis. |
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| 428 | */ |
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| 429 | virtual void yaw(const Radian& angle); |
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| 430 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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| 431 | inline void yaw(Real angleunits) { |
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| 432 | yaw ( Angle(angleunits) ); |
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| 433 | } |
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| 434 | #endif//OGRE_FORCE_ANGLE_TYPES |
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| 435 | |
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| 436 | /** Rotate the object around an arbitrary axis. |
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| 437 | */ |
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| 438 | virtual void rotate(const Vector3& axis, const Radian& angle); |
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| 439 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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| 440 | inline void rotate(const Vector3& axis, Real angleunits) { |
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| 441 | rotate ( axis, Angle(angleunits) ); |
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| 442 | } |
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| 443 | #endif//OGRE_FORCE_ANGLE_TYPES |
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| 444 | |
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| 445 | /** Rotate the object around an aritrary axis using a Quarternion. |
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| 446 | */ |
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| 447 | virtual void rotate(const Quaternion& q); |
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| 448 | |
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| 449 | |
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| 450 | }; |
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| 451 | |
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| 452 | |
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| 453 | } // namespace |
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| 454 | |
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| 455 | #endif |
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| 456 | |
---|
| 457 | |
---|