/* * 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 * Reto Grieder * Co-authors: * ... * */ #ifndef _StaticEntity_H__ #define _StaticEntity_H__ #include "OrxonoxPrereqs.h" #include "WorldEntity.h" namespace orxonox { class _OrxonoxExport StaticEntity : public WorldEntity { public: StaticEntity(BaseObject* creator); virtual ~StaticEntity(); void registerVariables(); using WorldEntity::setPosition; using WorldEntity::translate; using WorldEntity::setOrientation; using WorldEntity::rotate; using WorldEntity::yaw; using WorldEntity::pitch; using WorldEntity::roll; using WorldEntity::lookAt; using WorldEntity::setDirection; void setPosition(const Vector3& position); void translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL); void setOrientation(const Quaternion& orientation); void rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL); void yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL); void pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL); void roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL); void lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); void setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); private: bool isCollisionTypeLegal(CollisionType type) const; inline void positionChanged() { this->setPosition(this->getPosition()); } inline void orientationChanged() { this->setOrientation(this->getOrientation()); } // Bullet btMotionState related void setWorldTransform(const btTransform& worldTrans); void getWorldTransform(btTransform& worldTrans) const; }; } #endif /* _StaticEntity_H__ */