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source: code/branches/objecthierarchy/src/orxonox/objects/worldentities/PositionableEntity.h @ 1968

Last change on this file since 1968 was 1968, checked in by landauf, 16 years ago

added MovableEntity with network optimization for constant velocity and rotation

added new Timer feature to destroy a Timer right after it called the function

File size: 3.3 KB
Line 
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 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _PositionableEntity_H__
30#define _PositionableEntity_H__
31
32#include "OrxonoxPrereqs.h"
33#include "WorldEntity.h"
34
35namespace orxonox
36{
37    class _OrxonoxExport PositionableEntity : public WorldEntity
38    {
39        public:
40            PositionableEntity();
41            virtual ~PositionableEntity();
42
43            void registerVariables();
44
45            using WorldEntity::setPosition;
46            using WorldEntity::translate;
47            using WorldEntity::setOrientation;
48            using WorldEntity::rotate;
49            using WorldEntity::lookAt;
50            using WorldEntity::setDirection;
51
52            inline void setPosition(const Vector3& position)
53                { this->node_->setPosition(position); }
54            inline void translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
55                { this->node_->translate(distance, relativeTo); }
56            inline void setOrientation(const Quaternion& orientation)
57                { this->node_->setOrientation(orientation); }
58            inline void rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
59                { this->node_->rotate(rotation, relativeTo); }
60            inline void yaw(const Radian& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
61                { this->node_->yaw(angle, relativeTo); }
62            inline void pitch(const Radian& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
63                { this->node_->pitch(angle, relativeTo); }
64            inline void roll(const Radian& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
65                { this->node_->roll(angle, relativeTo); }
66            inline void lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
67                { this->node_->lookAt(target, relativeTo, localDirectionVector); }
68            inline void setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
69                { this->node_->setDirection(direction, relativeTo, localDirectionVector); }
70    };
71}
72
73#endif /* _PositionableEntity_H__ */
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