| [2072] | 1 | /* | 
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|  | 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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|  | 3 | *                    > www.orxonox.net < | 
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|  | 4 | * | 
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|  | 5 | * | 
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|  | 6 | *   License notice: | 
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|  | 7 | * | 
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|  | 8 | *   This program is free software; you can redistribute it and/or | 
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|  | 9 | *   modify it under the terms of the GNU General Public License | 
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|  | 10 | *   as published by the Free Software Foundation; either version 2 | 
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|  | 11 | *   of the License, or (at your option) any later version. | 
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|  | 12 | * | 
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|  | 13 | *   This program is distributed in the hope that it will be useful, | 
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|  | 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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|  | 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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|  | 16 | *   GNU General Public License for more details. | 
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|  | 17 | * | 
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|  | 18 | *   You should have received a copy of the GNU General Public License | 
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|  | 19 | *   along with this program; if not, write to the Free Software | 
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|  | 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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|  | 21 | * | 
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|  | 22 | *   Author: | 
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|  | 23 | *      Fabian 'x3n' Landau | 
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| [2304] | 24 | *      Reto Grieder | 
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| [2072] | 25 | *   Co-authors: | 
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|  | 26 | *      ... | 
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|  | 27 | * | 
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|  | 28 | */ | 
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|  | 29 |  | 
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| [2151] | 30 | #ifndef _StaticEntity_H__ | 
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|  | 31 | #define _StaticEntity_H__ | 
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| [2072] | 32 |  | 
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|  | 33 | #include "OrxonoxPrereqs.h" | 
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|  | 34 | #include "WorldEntity.h" | 
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|  | 35 |  | 
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|  | 36 | namespace orxonox | 
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|  | 37 | { | 
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| [10437] | 38 | /** | 
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|  | 39 | @brief | 
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|  | 40 | The StaticEntity is the simplest derivative of the @ref orxonox::WorldEntity class. This means all StaticEntity instances also have | 
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|  | 41 | a position in space, a mass, a scale, a frication, ... because every StaticEntity is a WorldEntity. You can attach StaticEntities to eachother ike @ref orxonox::WorldEntity WorldEntities. | 
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|  | 42 |  | 
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|  | 43 | In contrast to the MobileEntity the StaticEntity cannot move with respect to the parent to which it is attached. That's why | 
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|  | 44 | it is called StaticEntity. It will keep the same position (always with respect to its parent) forever unless you call the | 
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|  | 45 | function @see setPosition to changee it. | 
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|  | 46 | */ | 
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|  | 47 |  | 
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| [2151] | 48 | class _OrxonoxExport StaticEntity : public WorldEntity | 
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| [2072] | 49 | { | 
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|  | 50 | public: | 
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| [9667] | 51 | StaticEntity(Context* context); | 
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| [2151] | 52 | virtual ~StaticEntity(); | 
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| [2072] | 53 |  | 
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|  | 54 | using WorldEntity::setPosition; | 
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|  | 55 | using WorldEntity::setOrientation; | 
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|  | 56 |  | 
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| [2374] | 57 | void setPosition(const Vector3& position); | 
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|  | 58 | void setOrientation(const Quaternion& orientation); | 
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| [2292] | 59 |  | 
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|  | 60 | private: | 
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| [7163] | 61 | void registerVariables(); | 
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| [2300] | 62 | bool isCollisionTypeLegal(CollisionType type) const; | 
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| [2292] | 63 |  | 
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| [2426] | 64 | // network callbacks | 
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| [2374] | 65 | inline void positionChanged() | 
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|  | 66 | { this->setPosition(this->getPosition()); } | 
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|  | 67 | inline void orientationChanged() | 
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|  | 68 | { this->setOrientation(this->getOrientation()); } | 
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|  | 69 |  | 
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| [2292] | 70 | // Bullet btMotionState related | 
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|  | 71 | void setWorldTransform(const btTransform& worldTrans); | 
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|  | 72 | void getWorldTransform(btTransform& worldTrans) const; | 
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| [2072] | 73 | }; | 
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|  | 74 | } | 
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|  | 75 |  | 
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| [2151] | 76 | #endif /* _StaticEntity_H__ */ | 
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