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source: code/branches/objecthierarchy2/src/orxonox/objects/worldentities/PositionableEntity.h @ 2422

Last change on this file since 2422 was 2087, checked in by landauf, 16 years ago

merged objecthierarchy branch back to trunk

  • Property svn:eol-style set to native
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(BaseObject* creator);
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::yaw;
50            using WorldEntity::pitch;
51            using WorldEntity::roll;
52            using WorldEntity::lookAt;
53            using WorldEntity::setDirection;
54
55            inline void setPosition(const Vector3& position)
56                { this->node_->setPosition(position); }
57            inline void translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
58                { this->node_->translate(distance, relativeTo); }
59            inline void setOrientation(const Quaternion& orientation)
60                { this->node_->setOrientation(orientation); }
61            inline void rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
62                { this->node_->rotate(rotation, relativeTo); }
63            inline void yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
64                { this->node_->yaw(angle, relativeTo); }
65            inline void pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
66                { this->node_->pitch(angle, relativeTo); }
67            inline void roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
68                { this->node_->roll(angle, relativeTo); }
69            inline void lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
70                { this->node_->lookAt(target, relativeTo, localDirectionVector); }
71            inline void setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
72                { this->node_->setDirection(direction, relativeTo, localDirectionVector); }
73    };
74}
75
76#endif /* _PositionableEntity_H__ */
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