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Ignore:
Timestamp:
Jan 17, 2016, 6:41:22 PM (8 years ago)
Author:
landauf
Message:

merged remaining commits from cpp11_v2 to cpp11_v3 (for some reason they were not merged in the first attempt)

Location:
code/branches/cpp11_v3
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • code/branches/cpp11_v3

  • code/branches/cpp11_v3/src/orxonox/worldentities/WorldEntity.h

    r11054 r11068  
    8282                Enumeration denoting the spaces which a transform can be relative to.
    8383            */
    84             enum TransformSpace
     84            enum class TransformSpace
    8585            {
    8686                //! Transform is relative to the local space
     
    117117            const Vector3& getWorldPosition() const;
    118118
    119             void translate(const Vector3& distance, TransformSpace relativeTo = WorldEntity::Parent);
    120             inline void translate(float x, float y, float z, TransformSpace relativeTo = WorldEntity::Parent)
     119            void translate(const Vector3& distance, TransformSpace relativeTo = TransformSpace::Parent);
     120            inline void translate(float x, float y, float z, TransformSpace relativeTo = TransformSpace::Parent)
    121121                { this->translate(Vector3(x, y, z), relativeTo); }
    122122
     
    134134            const Quaternion& getWorldOrientation() const;
    135135
    136             void rotate(const Quaternion& rotation, TransformSpace relativeTo = WorldEntity::Local);
    137             inline void rotate(const Vector3& axis, const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)
     136            void rotate(const Quaternion& rotation, TransformSpace relativeTo = TransformSpace::Local);
     137            inline void rotate(const Vector3& axis, const Degree& angle, TransformSpace relativeTo = TransformSpace::Local)
    138138                { this->rotate(Quaternion(angle, axis), relativeTo); }
    139139
    140             inline void yaw(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)
     140            inline void yaw(const Degree& angle, TransformSpace relativeTo = TransformSpace::Local)
    141141                { this->rotate(Quaternion(angle, Vector3::UNIT_Y), relativeTo); }
    142             inline void pitch(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)
     142            inline void pitch(const Degree& angle, TransformSpace relativeTo = TransformSpace::Local)
    143143                { this->rotate(Quaternion(angle, Vector3::UNIT_X), relativeTo); }
    144             inline void roll(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)
     144            inline void roll(const Degree& angle, TransformSpace relativeTo = TransformSpace::Local)
    145145                { this->rotate(Quaternion(angle, Vector3::UNIT_Z), relativeTo); }
    146146
    147             void lookAt(const Vector3& target, TransformSpace relativeTo = WorldEntity::Parent, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
    148             void setDirection(const Vector3& direction, TransformSpace relativeTo = WorldEntity::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
    149             inline void setDirection(float x, float y, float z, TransformSpace relativeTo = WorldEntity::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
     147            void lookAt(const Vector3& target, TransformSpace relativeTo = TransformSpace::Parent, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
     148            void setDirection(const Vector3& direction, TransformSpace relativeTo = TransformSpace::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
     149            inline void setDirection(float x, float y, float z, TransformSpace relativeTo = TransformSpace::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
    150150                { this->setDirection(Vector3(x, y, z), relativeTo, localDirectionVector); }
    151151
     
    257257                None:      The object has no physics at all.
    258258            */
    259             enum CollisionType
     259            enum class CollisionType
    260260            {
    261261                Dynamic,
     
    266266
    267267            //! Tells whether the object has any connection to the Bullet physics engine. If hasPhysics() is false, the object may still have a velocity.
    268             bool hasPhysics()       const { return getCollisionType() != None     ; }
     268            bool hasPhysics()       const { return getCollisionType() != CollisionType::None     ; }
    269269            //! @see CollisionType
    270             bool isStatic()         const { return getCollisionType() == Static   ; }
     270            bool isStatic()         const { return getCollisionType() == CollisionType::Static   ; }
    271271            //! @see CollisionType
    272             bool isKinematic()      const { return getCollisionType() == Kinematic; }
     272            bool isKinematic()      const { return getCollisionType() == CollisionType::Kinematic; }
    273273            //! @see CollisionType
    274             bool isDynamic()        const { return getCollisionType() == Dynamic  ; }
     274            bool isDynamic()        const { return getCollisionType() == CollisionType::Dynamic  ; }
    275275            //! Tells whether physics has been activated (you can temporarily deactivate it)
    276276            bool isPhysicsActive()  const { return this->bPhysicsActive_; }
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