Index: code/branches/cpp11_v2/src/orxonox/worldentities/WorldEntity.h
===================================================================
--- code/branches/cpp11_v2/src/orxonox/worldentities/WorldEntity.h	(revision 10817)
+++ code/branches/cpp11_v2/src/orxonox/worldentities/WorldEntity.h	(revision 11004)
@@ -82,5 +82,5 @@
                 Enumeration denoting the spaces which a transform can be relative to.
             */
-            enum TransformSpace
+            enum class TransformSpace
             {
                 //! Transform is relative to the local space
@@ -117,6 +117,6 @@
             const Vector3& getWorldPosition() const;
 
-            void translate(const Vector3& distance, TransformSpace relativeTo = WorldEntity::Parent);
-            inline void translate(float x, float y, float z, TransformSpace relativeTo = WorldEntity::Parent)
+            void translate(const Vector3& distance, TransformSpace relativeTo = TransformSpace::Parent);
+            inline void translate(float x, float y, float z, TransformSpace relativeTo = TransformSpace::Parent)
                 { this->translate(Vector3(x, y, z), relativeTo); }
 
@@ -134,18 +134,18 @@
             const Quaternion& getWorldOrientation() const;
 
-            void rotate(const Quaternion& rotation, TransformSpace relativeTo = WorldEntity::Local);
-            inline void rotate(const Vector3& axis, const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)
+            void rotate(const Quaternion& rotation, TransformSpace relativeTo = TransformSpace::Local);
+            inline void rotate(const Vector3& axis, const Degree& angle, TransformSpace relativeTo = TransformSpace::Local)
                 { this->rotate(Quaternion(angle, axis), relativeTo); }
 
-            inline void yaw(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)
+            inline void yaw(const Degree& angle, TransformSpace relativeTo = TransformSpace::Local)
                 { this->rotate(Quaternion(angle, Vector3::UNIT_Y), relativeTo); }
-            inline void pitch(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)
+            inline void pitch(const Degree& angle, TransformSpace relativeTo = TransformSpace::Local)
                 { this->rotate(Quaternion(angle, Vector3::UNIT_X), relativeTo); }
-            inline void roll(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)
+            inline void roll(const Degree& angle, TransformSpace relativeTo = TransformSpace::Local)
                 { this->rotate(Quaternion(angle, Vector3::UNIT_Z), relativeTo); }
 
-            void lookAt(const Vector3& target, TransformSpace relativeTo = WorldEntity::Parent, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
-            void setDirection(const Vector3& direction, TransformSpace relativeTo = WorldEntity::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
-            inline void setDirection(float x, float y, float z, TransformSpace relativeTo = WorldEntity::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
+            void lookAt(const Vector3& target, TransformSpace relativeTo = TransformSpace::Parent, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
+            void setDirection(const Vector3& direction, TransformSpace relativeTo = TransformSpace::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
+            inline void setDirection(float x, float y, float z, TransformSpace relativeTo = TransformSpace::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
                 { this->setDirection(Vector3(x, y, z), relativeTo, localDirectionVector); }
 
@@ -257,5 +257,5 @@
                 None:      The object has no physics at all.
             */
-            enum CollisionType
+            enum class CollisionType
             {
                 Dynamic,
@@ -266,11 +266,11 @@
 
             //! Tells whether the object has any connection to the Bullet physics engine. If hasPhysics() is false, the object may still have a velocity.
-            bool hasPhysics()       const { return getCollisionType() != None     ; }
+            bool hasPhysics()       const { return getCollisionType() != CollisionType::None     ; }
             //! @see CollisionType
-            bool isStatic()         const { return getCollisionType() == Static   ; }
+            bool isStatic()         const { return getCollisionType() == CollisionType::Static   ; }
             //! @see CollisionType
-            bool isKinematic()      const { return getCollisionType() == Kinematic; }
+            bool isKinematic()      const { return getCollisionType() == CollisionType::Kinematic; }
             //! @see CollisionType
-            bool isDynamic()        const { return getCollisionType() == Dynamic  ; }
+            bool isDynamic()        const { return getCollisionType() == CollisionType::Dynamic  ; }
             //! Tells whether physics has been activated (you can temporarily deactivate it)
             bool isPhysicsActive()  const { return this->bPhysicsActive_; }
