1 | /* |
---|
2 | * ORXONOX - the hottest 3D action shooter ever to exist |
---|
3 | * > www.orxonox.net < |
---|
4 | * |
---|
5 | * |
---|
6 | * License notice: |
---|
7 | * |
---|
8 | * This program is free software; you can redistribute it and/or |
---|
9 | * modify it under the terms of the GNU General Public License |
---|
10 | * as published by the Free Software Foundation; either version 2 |
---|
11 | * of the License, or (at your option) any later version. |
---|
12 | * |
---|
13 | * This program is distributed in the hope that it will be useful, |
---|
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
---|
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
---|
16 | * GNU General Public License for more details. |
---|
17 | * |
---|
18 | * You should have received a copy of the GNU General Public License |
---|
19 | * along with this program; if not, write to the Free Software |
---|
20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
---|
21 | * |
---|
22 | * Author: |
---|
23 | * Fabian 'x3n' Landau |
---|
24 | * Reto Grieder (physics) |
---|
25 | * Co-authors: |
---|
26 | * ... |
---|
27 | * |
---|
28 | */ |
---|
29 | |
---|
30 | #ifndef _WorldEntity_H__ |
---|
31 | #define _WorldEntity_H__ |
---|
32 | |
---|
33 | #include "OrxonoxPrereqs.h" |
---|
34 | |
---|
35 | #ifdef ORXONOX_RELEASE |
---|
36 | # include <OgreSceneNode.h> |
---|
37 | #endif |
---|
38 | #include <LinearMath/btMotionState.h> |
---|
39 | |
---|
40 | #include "util/Math.h" |
---|
41 | #include "util/OgreForwardRefs.h" |
---|
42 | #include "core/BaseObject.h" |
---|
43 | #include "network/synchronisable/Synchronisable.h" |
---|
44 | |
---|
45 | namespace orxonox |
---|
46 | { |
---|
47 | /** |
---|
48 | @brief |
---|
49 | The WorldEntity represents everything that can be put in a Scene at a certain location. |
---|
50 | |
---|
51 | It is supposed to be the base class of everything you would call an 'object' in a Scene. |
---|
52 | The class itself is abstract which means you cannot use it directly. You may use StaticEntity |
---|
53 | as the simplest derivative or (derived from MobileEntity) MovableEntity and ControllableEntity |
---|
54 | as more advanced ones. |
---|
55 | |
---|
56 | The basic task of the WorldEntity is provide a location, a direction and a scaling and the possibility |
---|
57 | to create an entire hierarchy of derivated objects. |
---|
58 | It is also the basis for the physics interface to the Bullet physics engine. |
---|
59 | Every WorldEntity can have a specific collision type: @see CollisionType |
---|
60 | This would then imply that every scene object could have any collision type. To limit this, you can always |
---|
61 | override this->isCollisionTypeLegal(CollisionType). Return false if the collision type is not supported |
---|
62 | for a specific object. |
---|
63 | There is also support for attaching WorldEntities with physics to each other. Currently, the collision shape |
---|
64 | of both objects simply get merged into one larger shape (for static collision type). |
---|
65 | The phyiscal body that is internally stored and administrated has the following supported properties: |
---|
66 | - Restitution, angular factor, linear damping, angular damping, fricition, mass and collision shape. |
---|
67 | You can get more information at the corresponding set function. |
---|
68 | |
---|
69 | Collision shapes: These are controlled by the internal WorldEntityCollisionShape. @see WorldEntityCollisionShape. |
---|
70 | */ |
---|
71 | class _OrxonoxExport WorldEntity : public BaseObject, public Synchronisable, public btMotionState |
---|
72 | { |
---|
73 | friend class Scene; |
---|
74 | |
---|
75 | public: |
---|
76 | // Define our own transform space enum to avoid Ogre includes here |
---|
77 | /** |
---|
78 | @brief |
---|
79 | Enumeration denoting the spaces which a transform can be relative to. |
---|
80 | */ |
---|
81 | enum TransformSpace |
---|
82 | { |
---|
83 | //! Transform is relative to the local space |
---|
84 | Local, |
---|
85 | //! Transform is relative to the space of the parent node |
---|
86 | Parent, |
---|
87 | //! Transform is relative to world space |
---|
88 | World |
---|
89 | }; |
---|
90 | |
---|
91 | public: |
---|
92 | WorldEntity(BaseObject* creator); |
---|
93 | virtual ~WorldEntity(); |
---|
94 | |
---|
95 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
---|
96 | void registerVariables(); |
---|
97 | |
---|
98 | inline const Ogre::SceneNode* getNode() const |
---|
99 | { return this->node_; } |
---|
100 | |
---|
101 | static const Vector3 FRONT; |
---|
102 | static const Vector3 BACK; |
---|
103 | static const Vector3 LEFT; |
---|
104 | static const Vector3 RIGHT; |
---|
105 | static const Vector3 DOWN; |
---|
106 | static const Vector3 UP; |
---|
107 | |
---|
108 | virtual void setPosition(const Vector3& position) = 0; |
---|
109 | inline void setPosition(float x, float y, float z) |
---|
110 | { this->setPosition(Vector3(x, y, z)); } |
---|
111 | const Vector3& getPosition() const; |
---|
112 | const Vector3& getWorldPosition() const; |
---|
113 | |
---|
114 | void translate(const Vector3& distance, TransformSpace relativeTo = WorldEntity::Parent); |
---|
115 | inline void translate(float x, float y, float z, TransformSpace relativeTo = WorldEntity::Parent) |
---|
116 | { this->translate(Vector3(x, y, z), relativeTo); } |
---|
117 | |
---|
118 | virtual inline const Vector3& getVelocity() const |
---|
119 | { return Vector3::ZERO; } |
---|
120 | |
---|
121 | virtual void setOrientation(const Quaternion& orientation) = 0; |
---|
122 | inline void setOrientation(float w, float x, float y, float z) |
---|
123 | { this->setOrientation(Quaternion(w, x, y, z)); } |
---|
124 | inline void setOrientation(const Vector3& axis, const Radian& angle) |
---|
125 | { this->setOrientation(Quaternion(angle, axis)); } |
---|
126 | inline void setOrientation(const Vector3& axis, const Degree& angle) |
---|
127 | { this->setOrientation(Quaternion(angle, axis)); } |
---|
128 | const Quaternion& getOrientation() const; |
---|
129 | const Quaternion& getWorldOrientation() const; |
---|
130 | |
---|
131 | void rotate(const Quaternion& rotation, TransformSpace relativeTo = WorldEntity::Local); |
---|
132 | inline void rotate(const Vector3& axis, const Degree& angle, TransformSpace relativeTo = WorldEntity::Local) |
---|
133 | { this->rotate(Quaternion(angle, axis), relativeTo); } |
---|
134 | |
---|
135 | inline void yaw(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local) |
---|
136 | { this->rotate(Quaternion(angle, Vector3::UNIT_Y), relativeTo); } |
---|
137 | inline void pitch(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local) |
---|
138 | { this->rotate(Quaternion(angle, Vector3::UNIT_X), relativeTo); } |
---|
139 | inline void roll(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local) |
---|
140 | { this->rotate(Quaternion(angle, Vector3::UNIT_Z), relativeTo); } |
---|
141 | |
---|
142 | void lookAt(const Vector3& target, TransformSpace relativeTo = WorldEntity::Parent, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); |
---|
143 | void setDirection(const Vector3& direction, TransformSpace relativeTo = WorldEntity::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); |
---|
144 | inline void setDirection(float x, float y, float z, TransformSpace relativeTo = WorldEntity::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z) |
---|
145 | { this->setDirection(Vector3(x, y, z), relativeTo, localDirectionVector); } |
---|
146 | |
---|
147 | virtual void setScale3D(const Vector3& scale); |
---|
148 | inline void setScale3D(float x, float y, float z) |
---|
149 | { this->setScale3D(Vector3(x, y, z)); } |
---|
150 | const Vector3& getScale3D() const; |
---|
151 | const Vector3& getWorldScale3D() const; |
---|
152 | |
---|
153 | inline void setScale(float scale) |
---|
154 | { this->setScale3D(scale, scale, scale); } |
---|
155 | inline float getScale() const |
---|
156 | { Vector3 scale = this->getScale3D(); return (scale.x == scale.y && scale.x == scale.z) ? scale.x : 1; } |
---|
157 | float getWorldScale() const; |
---|
158 | |
---|
159 | inline void scale3D(const Vector3& scale) |
---|
160 | { this->setScale3D(this->getScale3D() * scale); } |
---|
161 | inline void scale3D(float x, float y, float z) |
---|
162 | { this->scale3D(Vector3(x, y, z)); } |
---|
163 | inline void scale(float scale) |
---|
164 | { this->scale3D(scale, scale, scale); } |
---|
165 | |
---|
166 | virtual void changedScale() {} |
---|
167 | |
---|
168 | void attach(WorldEntity* object); |
---|
169 | void detach(WorldEntity* object); |
---|
170 | WorldEntity* getAttachedObject(unsigned int index); |
---|
171 | inline const std::set<WorldEntity*>& getAttachedObjects() const |
---|
172 | { return this->children_; } |
---|
173 | |
---|
174 | void attachOgreObject(Ogre::MovableObject* object); |
---|
175 | void attachOgreObject(Ogre::BillboardSet* object); |
---|
176 | void attachOgreObject(Ogre::Camera* object); |
---|
177 | void attachOgreObject(Ogre::Entity* object); |
---|
178 | void attachOgreObject(Ogre::ParticleSystem* object); |
---|
179 | |
---|
180 | void detachOgreObject(Ogre::MovableObject* object); |
---|
181 | void detachOgreObject(Ogre::BillboardSet* object); |
---|
182 | void detachOgreObject(Ogre::Camera* object); |
---|
183 | void detachOgreObject(Ogre::Entity* object); |
---|
184 | void detachOgreObject(Ogre::ParticleSystem* object); |
---|
185 | |
---|
186 | Ogre::MovableObject* detachOgreObject(const Ogre::String& name); |
---|
187 | |
---|
188 | inline void attachToParent(WorldEntity* parent) |
---|
189 | { parent->attach(this); } |
---|
190 | inline void detachFromParent() |
---|
191 | { if (this->parent_) { this->parent_->detach(this); } } |
---|
192 | inline WorldEntity* getParent() const |
---|
193 | { return this->parent_; } |
---|
194 | |
---|
195 | void attachNode(Ogre::SceneNode* node); |
---|
196 | void detachNode(Ogre::SceneNode* node); |
---|
197 | void attachToNode(Ogre::SceneNode* node); |
---|
198 | void detachFromNode(Ogre::SceneNode* node); |
---|
199 | |
---|
200 | inline void setDeleteWithParent(bool value) |
---|
201 | { this->bDeleteWithParent_ = value; } |
---|
202 | inline bool getDeleteWithParent() const |
---|
203 | { return this->bDeleteWithParent_; } |
---|
204 | |
---|
205 | void notifyChildPropsChanged(); |
---|
206 | |
---|
207 | protected: |
---|
208 | virtual void parentChanged() {} |
---|
209 | |
---|
210 | Ogre::SceneNode* node_; |
---|
211 | |
---|
212 | private: |
---|
213 | inline void lookAt_xmlport(const Vector3& target) |
---|
214 | { this->lookAt(target); } |
---|
215 | inline void setDirection_xmlport(const Vector3& direction) |
---|
216 | { this->setDirection(direction); } |
---|
217 | inline void yaw_xmlport(const Degree& angle) |
---|
218 | { this->yaw(angle); } |
---|
219 | inline void pitch_xmlport(const Degree& angle) |
---|
220 | { this->pitch(angle); } |
---|
221 | inline void roll_xmlport(const Degree& angle) |
---|
222 | { this->roll(angle); } |
---|
223 | |
---|
224 | // network callbacks |
---|
225 | void networkcallback_parentChanged(); |
---|
226 | inline void scaleChanged() |
---|
227 | { this->setScale3D(this->getScale3D()); } |
---|
228 | |
---|
229 | WorldEntity* parent_; |
---|
230 | unsigned int parentID_; |
---|
231 | std::set<WorldEntity*> children_; |
---|
232 | bool bDeleteWithParent_; |
---|
233 | |
---|
234 | |
---|
235 | ///////////// |
---|
236 | // Physics // |
---|
237 | ///////////// |
---|
238 | |
---|
239 | public: |
---|
240 | /** |
---|
241 | @brief |
---|
242 | Denotes the possible types of physical objects in a Scene. |
---|
243 | |
---|
244 | Dynamic: The object is influenced by its physical environment, like for instance little ball. |
---|
245 | Kinematic: The object can only influence other dynamic objects. It's movement is coordinated by your own saying. |
---|
246 | Static: Like kinematic but the object is not allowed to move during the simulation. |
---|
247 | None: The object has no physics at all. |
---|
248 | */ |
---|
249 | enum CollisionType |
---|
250 | { |
---|
251 | Dynamic, |
---|
252 | Kinematic, |
---|
253 | Static, |
---|
254 | None |
---|
255 | }; |
---|
256 | |
---|
257 | //! Tells whether the object has any connection to the Bullet physics engine. If hasPhysics() is false, the object may still have a velocity. |
---|
258 | bool hasPhysics() const { return getCollisionType() != None ; } |
---|
259 | //! @see CollisionType |
---|
260 | bool isStatic() const { return getCollisionType() == Static ; } |
---|
261 | //! @see CollisionType |
---|
262 | bool isKinematic() const { return getCollisionType() == Kinematic; } |
---|
263 | //! @see CollisionType |
---|
264 | bool isDynamic() const { return getCollisionType() == Dynamic ; } |
---|
265 | //! Tells whether physics has been activated (you can temporarily deactivate it) |
---|
266 | bool isPhysicsActive() const { return this->bPhysicsActive_; } |
---|
267 | bool addedToPhysicalWorld() const; |
---|
268 | |
---|
269 | void activatePhysics(); |
---|
270 | void deactivatePhysics(); |
---|
271 | |
---|
272 | //! Returns the CollisionType. @see CollisionType. |
---|
273 | inline CollisionType getCollisionType() const |
---|
274 | { return this->collisionType_; } |
---|
275 | void setCollisionType(CollisionType type); |
---|
276 | |
---|
277 | void setCollisionTypeStr(const std::string& type); |
---|
278 | std::string getCollisionTypeStr() const; |
---|
279 | |
---|
280 | //! Sets the mass of this object. Note that the total mass may be influenced by attached objects! |
---|
281 | inline void setMass(float mass) |
---|
282 | { this->mass_ = mass; recalculateMassProps(); } |
---|
283 | //! Returns the mass of this object without its children. |
---|
284 | inline float getMass() const |
---|
285 | { return this->mass_; } |
---|
286 | |
---|
287 | //! Returns the total mass of this object with all its attached children. |
---|
288 | inline float getTotalMass() const |
---|
289 | { return this->mass_ + this->childrenMass_; } |
---|
290 | |
---|
291 | /** |
---|
292 | @brief |
---|
293 | Returns the diagonal elements of the inertia tensor when calculated in local coordinates. |
---|
294 | @Note |
---|
295 | The local inertia tensor cannot be set, but is calculated by Bullet according to the collisionShape. |
---|
296 | With compound collision shapes, an approximation is used. |
---|
297 | */ |
---|
298 | inline const btVector3& getLocalInertia() const |
---|
299 | { return this->localInertia_; } |
---|
300 | |
---|
301 | /** |
---|
302 | @brief |
---|
303 | Sets how much reaction is applied in a collision. |
---|
304 | |
---|
305 | Consider two equal spheres colliding with equal velocities: |
---|
306 | Restitution 1 means that both spheres simply reverse their velocity (no loss of energy) |
---|
307 | Restitution 0 means that both spheres will immediately stop moving |
---|
308 | (maximum loss of energy without violating of the preservation of momentum) |
---|
309 | */ |
---|
310 | inline void setRestitution(float restitution) |
---|
311 | { this->restitution_ = restitution; internalSetPhysicsProps(); } |
---|
312 | //! Returns the restitution parameter. @see setRestitution. |
---|
313 | inline float getRestitution() const |
---|
314 | { return this->restitution_; } |
---|
315 | |
---|
316 | /** |
---|
317 | @brief |
---|
318 | Sets an artificial parameter that tells how much torque is applied when you apply a non-central force. |
---|
319 | |
---|
320 | Normally the angular factor is 1, which means it's physically 'correct'. Howerver if you have a player |
---|
321 | character that should not rotate when hit sideways, you can set the angular factor to 0. |
---|
322 | */ |
---|
323 | inline void setAngularFactor(float angularFactor) |
---|
324 | { this->angularFactor_ = angularFactor; internalSetPhysicsProps(); } |
---|
325 | //! Returns the angular factor. @see setAngularFactor. |
---|
326 | inline float getAngularFactor() const |
---|
327 | { return this->angularFactor_; } |
---|
328 | |
---|
329 | //! Applies a mass independent damping. Velocities will simply diminish exponentially. |
---|
330 | inline void setLinearDamping(float linearDamping) |
---|
331 | { this->linearDamping_ = linearDamping; internalSetPhysicsProps(); } |
---|
332 | //! Returns the linear damping. @see setLinearDamping. |
---|
333 | inline float getLinearDamping() const |
---|
334 | { return this->linearDamping_; } |
---|
335 | |
---|
336 | //! Applies a tensor independent rotation damping. Angular velocities will simply diminish exponentially. |
---|
337 | inline void setAngularDamping(float angularDamping) |
---|
338 | { this->angularDamping_ = angularDamping; internalSetPhysicsProps(); } |
---|
339 | //! Returns the angular damping. @see setAngularDamping. |
---|
340 | inline float getAngularDamping() const |
---|
341 | { return this->angularDamping_; } |
---|
342 | |
---|
343 | //! Applies friction to the object. Friction occurs when two objects collide. |
---|
344 | inline void setFriction(float friction) |
---|
345 | { this->friction_ = friction; internalSetPhysicsProps(); } |
---|
346 | //! Returns the amount of friction applied to the object. |
---|
347 | inline float getFriction() const |
---|
348 | { return this->friction_; } |
---|
349 | |
---|
350 | void attachCollisionShape(CollisionShape* shape); |
---|
351 | void detachCollisionShape(CollisionShape* shape); |
---|
352 | CollisionShape* getAttachedCollisionShape(unsigned int index); |
---|
353 | |
---|
354 | void notifyCollisionShapeChanged(); |
---|
355 | void notifyChildMassChanged(); |
---|
356 | |
---|
357 | /** |
---|
358 | @brief |
---|
359 | Virtual function that gets called when this object collides with another. |
---|
360 | @param otherObject |
---|
361 | The object this one has collided into. |
---|
362 | @pram contactPoint |
---|
363 | Contact point provided by Bullet. Holds more information and can me modified. See return value. |
---|
364 | @Return |
---|
365 | Returning false means that no modification to the contactPoint has been made. Return true otherwise! |
---|
366 | @Note |
---|
367 | Condition is that enableCollisionCallback() was called. |
---|
368 | */ |
---|
369 | virtual inline bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) |
---|
370 | { return false; } /* With false, Bullet assumes no modification to the collision objects. */ |
---|
371 | |
---|
372 | //! Enables the collidesAgainst(.) function. The object doesn't respond to collision otherwise! |
---|
373 | inline void enableCollisionCallback() |
---|
374 | { this->bCollisionCallbackActive_ = true; this->collisionCallbackActivityChanged(); } |
---|
375 | //! Disables the collidesAgainst(.) function. @see enableCollisionCallback() |
---|
376 | inline void disableCollisionCallback() |
---|
377 | { this->bCollisionCallbackActive_ = false; this->collisionCallbackActivityChanged(); } |
---|
378 | //! Tells whether there could be a collision callback via collidesAgainst(.) |
---|
379 | inline bool isCollisionCallbackActive() const |
---|
380 | { return this->bCollisionCallbackActive_; } |
---|
381 | |
---|
382 | //! Enables or disables collision response (default is of course on) |
---|
383 | inline void setCollisionResponse(bool value) |
---|
384 | { this->bCollisionResponseActive_ = value; this->collisionResponseActivityChanged(); } |
---|
385 | //! Tells whether there could be a collision response |
---|
386 | inline bool hasCollisionResponse() |
---|
387 | { return this->bCollisionResponseActive_; } |
---|
388 | |
---|
389 | protected: |
---|
390 | /** |
---|
391 | @brief |
---|
392 | Function checks whether the requested collision type is legal to this object. |
---|
393 | |
---|
394 | You can override this function in a derived class to constrain the collision to e.g. None or Dynamic. |
---|
395 | A projectile may not prove very useful if there is no physical body. Simply set the CollisionType |
---|
396 | in its constructor and override this method. But be careful that a derived classe's virtual functions |
---|
397 | don't yet exist in the constructor if a base class. |
---|
398 | */ |
---|
399 | virtual bool isCollisionTypeLegal(CollisionType type) const = 0; |
---|
400 | |
---|
401 | btRigidBody* physicalBody_; //!< Bullet rigid body. Everything physical is applied to this instance. |
---|
402 | |
---|
403 | private: |
---|
404 | void recalculateMassProps(); |
---|
405 | void internalSetPhysicsProps(); |
---|
406 | |
---|
407 | bool notifyBeingAttached(WorldEntity* newParent); |
---|
408 | void notifyDetached(); |
---|
409 | |
---|
410 | // network callbacks |
---|
411 | void collisionTypeChanged(); |
---|
412 | void physicsActivityChanged(); |
---|
413 | void collisionCallbackActivityChanged(); |
---|
414 | void collisionResponseActivityChanged(); |
---|
415 | //! Network callback workaround to call a function when the value changes. |
---|
416 | inline void massChanged() |
---|
417 | { this->setMass(this->mass_); } |
---|
418 | //! Network callback workaround to call a function when the value changes. |
---|
419 | inline void restitutionChanged() |
---|
420 | { this->setRestitution(this->restitution_); } |
---|
421 | //! Network callback workaround to call a function when the value changes. |
---|
422 | inline void angularFactorChanged() |
---|
423 | { this->setAngularFactor(this->angularFactor_); } |
---|
424 | //! Network callback workaround to call a function when the value changes. |
---|
425 | inline void linearDampingChanged() |
---|
426 | { this->setLinearDamping(this->linearDamping_); } |
---|
427 | //! Network callback workaround to call a function when the value changes. |
---|
428 | inline void angularDampingChanged() |
---|
429 | { this->setAngularDamping(this->angularDamping_); } |
---|
430 | //! Network callback workaround to call a function when the value changes. |
---|
431 | inline void frictionChanged() |
---|
432 | { this->setFriction(this->friction_); } |
---|
433 | |
---|
434 | CollisionType collisionType_; //!< @see setCollisionType |
---|
435 | CollisionType collisionTypeSynchronised_; //!< Network synchronised variable for collisionType_ |
---|
436 | bool bPhysicsActive_; //!< @see isPhysicsActive |
---|
437 | bool bPhysicsActiveSynchronised_; //!< Network synchronised variable for bPhysicsActive_ |
---|
438 | //! When attaching objects hierarchically this variable tells this object (as child) whether physics was activated before attaching (because the deactivate physics while being attached). |
---|
439 | bool bPhysicsActiveBeforeAttaching_; |
---|
440 | WorldEntityCollisionShape* collisionShape_; //!< Attached collision shapes go here |
---|
441 | btScalar mass_; //!< @see setMass |
---|
442 | btVector3 localInertia_; //!< @see getLocalInertia |
---|
443 | btScalar restitution_; //!< @see setRestitution |
---|
444 | btScalar angularFactor_; //!< @see setAngularFactor |
---|
445 | btScalar linearDamping_; //!< @see setLinearDamping |
---|
446 | btScalar angularDamping_; //!< @see setAngularDamping |
---|
447 | btScalar friction_; //!< @see setFriction |
---|
448 | btScalar childrenMass_; //!< Sum of all the children's masses |
---|
449 | bool bCollisionCallbackActive_; //!< @see enableCollisionCallback |
---|
450 | bool bCollisionResponseActive_; //!< Tells whether the object should respond to collisions |
---|
451 | }; |
---|
452 | |
---|
453 | // Inline heavily used functions for release builds. In debug, we better avoid including OgreSceneNode here. |
---|
454 | #ifdef ORXONOX_RELEASE |
---|
455 | inline const Vector3& WorldEntity::getPosition() const |
---|
456 | { return this->node_->getPosition(); } |
---|
457 | inline const Quaternion& WorldEntity::getOrientation() const |
---|
458 | { return this->node_->getOrientation(); } |
---|
459 | inline const Vector3& WorldEntity::getScale3D() const |
---|
460 | { return this->node_->getScale(); } |
---|
461 | #endif |
---|
462 | |
---|
463 | SUPER_FUNCTION(5, WorldEntity, changedScale, false); |
---|
464 | } |
---|
465 | |
---|
466 | #endif /* _WorldEntity_H__ */ |
---|