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source: code/branches/objecthierarchy/src/orxonox/objects/worldentities/PositionableEntity.h @ 1993

Last change on this file since 1993 was 1993, checked in by landauf, 16 years ago

added several new classes

File size: 3.5 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#include "objects/Tickable.h"
35
36namespace orxonox
37{
38    class _OrxonoxExport PositionableEntity : public WorldEntity, public Tickable
39    {
40        public:
41            PositionableEntity();
42            virtual ~PositionableEntity();
43
44            void registerVariables();
45            virtual void tick(float dt);
46
47            using WorldEntity::setPosition;
48            using WorldEntity::translate;
49            using WorldEntity::setOrientation;
50            using WorldEntity::rotate;
51            using WorldEntity::yaw;
52            using WorldEntity::pitch;
53            using WorldEntity::roll;
54            using WorldEntity::lookAt;
55            using WorldEntity::setDirection;
56
57            inline void setPosition(const Vector3& position)
58                { this->node_->setPosition(position); }
59            inline void translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
60                { this->node_->translate(distance, relativeTo); }
61            inline void setOrientation(const Quaternion& orientation)
62                { this->node_->setOrientation(orientation); }
63            inline void rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
64                { this->node_->rotate(rotation, relativeTo); }
65            inline void yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
66                { this->node_->yaw(angle, relativeTo); }
67            inline void pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
68                { this->node_->pitch(angle, relativeTo); }
69            inline void roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
70                { this->node_->roll(angle, relativeTo); }
71            inline void lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
72                { this->node_->lookAt(target, relativeTo, localDirectionVector); }
73            inline void setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
74                { this->node_->setDirection(direction, relativeTo, localDirectionVector); }
75    };
76}
77
78#endif /* _PositionableEntity_H__ */
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