Changeset 11071 for code/trunk/src/orxonox/worldentities/WorldEntity.h
- Timestamp:
- Jan 17, 2016, 10:29:21 PM (8 years ago)
- Location:
- code/trunk
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
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code/trunk
- Property svn:mergeinfo changed
-
code/trunk/src/orxonox/worldentities/WorldEntity.h
r10726 r11071 82 82 Enumeration denoting the spaces which a transform can be relative to. 83 83 */ 84 enum TransformSpace84 enum class TransformSpace 85 85 { 86 86 //! Transform is relative to the local space … … 96 96 virtual ~WorldEntity(); 97 97 98 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) ;98 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; 99 99 100 100 inline const Ogre::SceneNode* getNode() const … … 108 108 static const Vector3 UP; 109 109 110 virtual void changedActivity(void) ;111 virtual void changedVisibility(void) ;110 virtual void changedActivity(void) override; 111 virtual void changedVisibility(void) override; 112 112 113 113 virtual void setPosition(const Vector3& position) = 0; … … 117 117 const Vector3& getWorldPosition() const; 118 118 119 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) 121 121 { this->translate(Vector3(x, y, z), relativeTo); } 122 122 … … 134 134 const Quaternion& getWorldOrientation() const; 135 135 136 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) 138 138 { this->rotate(Quaternion(angle, axis), relativeTo); } 139 139 140 inline void yaw(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)140 inline void yaw(const Degree& angle, TransformSpace relativeTo = TransformSpace::Local) 141 141 { 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) 143 143 { 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) 145 145 { this->rotate(Quaternion(angle, Vector3::UNIT_Z), relativeTo); } 146 146 147 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) 150 150 { this->setDirection(Vector3(x, y, z), relativeTo, localDirectionVector); } 151 151 … … 257 257 None: The object has no physics at all. 258 258 */ 259 enum CollisionType259 enum class CollisionType 260 260 { 261 261 Dynamic, … … 266 266 267 267 //! 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 ; } 269 269 //! @see CollisionType 270 bool isStatic() const { return getCollisionType() == Static ; }270 bool isStatic() const { return getCollisionType() == CollisionType::Static ; } 271 271 //! @see CollisionType 272 bool isKinematic() const { return getCollisionType() == Kinematic; }272 bool isKinematic() const { return getCollisionType() == CollisionType::Kinematic; } 273 273 //! @see CollisionType 274 bool isDynamic() const { return getCollisionType() == Dynamic ; }274 bool isDynamic() const { return getCollisionType() == CollisionType::Dynamic ; } 275 275 //! Tells whether physics has been activated (you can temporarily deactivate it) 276 276 bool isPhysicsActive() const { return this->bPhysicsActive_; }
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