/* * 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 * Co-authors: * ... * */ #ifndef _PositionableEntity_H__ #define _PositionableEntity_H__ #include "OrxonoxPrereqs.h" #include "WorldEntity.h" namespace orxonox { class _OrxonoxExport PositionableEntity : public WorldEntity { public: PositionableEntity(); virtual ~PositionableEntity(); void registerVariables(); using WorldEntity::setPosition; using WorldEntity::translate; using WorldEntity::setOrientation; using WorldEntity::rotate; using WorldEntity::lookAt; using WorldEntity::setDirection; inline void setPosition(const Vector3& position) { this->node_->setPosition(position); } inline void translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL) { this->node_->translate(distance, relativeTo); } inline void setOrientation(const Quaternion& orientation) { this->node_->setOrientation(orientation); } inline void rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL) { this->node_->rotate(rotation, relativeTo); } inline void yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL) { this->node_->yaw(angle, relativeTo); } inline void pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL) { this->node_->pitch(angle, relativeTo); } inline void roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL) { this->node_->roll(angle, relativeTo); } inline void lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z) { this->node_->lookAt(target, relativeTo, localDirectionVector); } inline void setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z) { this->node_->setDirection(direction, relativeTo, localDirectionVector); } }; } #endif /* _PositionableEntity_H__ */