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source: code/branches/physics/src/orxonox/objects/worldentities/MovableEntity.h @ 2304

Last change on this file since 2304 was 2304, checked in by rgrieder, 15 years ago

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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 *      Reto Grieder
24 *   Co-authors:
25 *      Martin Stypinski
26 *
27 */
28
29#ifndef _MovableEntity_H__
30#define _MovableEntity_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include "WorldEntity.h"
35#include "objects/Tickable.h"
36#include "network/ClientConnectionListener.h"
37
38namespace orxonox
39{
40    class _OrxonoxExport MovableEntity : public WorldEntity
41    {
42        public:
43            MovableEntity(BaseObject* creator);
44            virtual ~MovableEntity();
45
46            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
47            void registerVariables();
48
49            using WorldEntity::setPosition;
50            using WorldEntity::translate;
51            using WorldEntity::setOrientation;
52            using WorldEntity::rotate;
53            using WorldEntity::yaw;
54            using WorldEntity::pitch;
55            using WorldEntity::roll;
56            using WorldEntity::lookAt;
57            using WorldEntity::setDirection;
58
59            void setPosition(const Vector3& position);
60            void translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
61            void setOrientation(const Quaternion& orientation);
62            void rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
63            void yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
64            void pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
65            void roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
66            void lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
67            void setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
68
69            void setVelocity(const Vector3& velocity);
70            inline void setVelocity(float x, float y, float z)
71                { this->velocity_.x = x; this->velocity_.y = y; this->velocity_.z = z; }
72            inline const Vector3& getVelocity() const
73                { return this->velocity_; }
74
75        protected:
76            Vector3 velocity_;
77
78        private:
79            //void attachPhysicalObject(WorldEntity* object);
80
81            virtual void positionChanged() { }
82            virtual void orientationChanged() { }
83            virtual void velocityChanged() { }
84
85            virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const;
86
87            // Bullet btMotionState related
88            void setWorldTransform(const btTransform& worldTrans);
89            void getWorldTransform(btTransform& worldTrans) const;
90    };
91}
92
93#endif /* _MovableEntity_H__ */
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