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 | * Reto Grieder |
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25 | * Co-authors: |
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26 | * ... |
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27 | * |
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28 | */ |
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29 | |
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30 | #ifndef _StaticEntity_H__ |
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31 | #define _StaticEntity_H__ |
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32 | |
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33 | #include "OrxonoxPrereqs.h" |
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34 | #include "WorldEntity.h" |
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35 | |
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36 | namespace orxonox |
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37 | { |
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38 | /** |
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39 | @brief |
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40 | The StaticEntity is the simplest derivative of the @ref orxonox::WorldEntity class. This means all StaticEntity instances also have |
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41 | a position in space, a mass, a scale, a frication, ... because every StaticEntity is a WorldEntity. You can attach StaticEntities to eachother ike @ref orxonox::WorldEntity WorldEntities. |
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42 | |
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43 | In contrast to the MobileEntity the StaticEntity cannot move with respect to the parent to which it is attached. That's why |
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44 | it is called StaticEntity. It will keep the same position (always with respect to its parent) forever unless you call the |
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45 | function @see setPosition to changee it. |
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46 | */ |
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47 | |
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48 | class _OrxonoxExport StaticEntity : public WorldEntity |
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49 | { |
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50 | public: |
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51 | StaticEntity(Context* context); |
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52 | virtual ~StaticEntity(); |
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53 | |
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54 | using WorldEntity::setPosition; |
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55 | using WorldEntity::setOrientation; |
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56 | |
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57 | void setPosition(const Vector3& position); |
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58 | void setOrientation(const Quaternion& orientation); |
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59 | |
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60 | private: |
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61 | void registerVariables(); |
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62 | bool isCollisionTypeLegal(CollisionType type) const; |
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63 | |
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64 | // network callbacks |
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65 | inline void positionChanged() |
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66 | { this->setPosition(this->getPosition()); } |
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67 | inline void orientationChanged() |
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68 | { this->setOrientation(this->getOrientation()); } |
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69 | |
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70 | // Bullet btMotionState related |
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71 | void setWorldTransform(const btTransform& worldTrans); |
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72 | void getWorldTransform(btTransform& worldTrans) const; |
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73 | }; |
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74 | } |
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75 | |
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76 | #endif /* _StaticEntity_H__ */ |
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