[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of the OGRE Reference Application, a layer built
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| 4 | on top of OGRE(Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #ifndef __REFAPP_APPLICATIONOBJECT_H__
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| 26 | #define __REFAPP_APPLICATIONOBJECT_H__
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| 27 |
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| 28 | #include "OgreRefAppPrerequisites.h"
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| 29 |
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| 30 | namespace OgreRefApp {
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| 31 |
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| 32 | /** This object is the base class for all discrete objects in the application.
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| 33 | @remarks
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| 34 | This object holds a reference to the underlying OGRE entity / entities which
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| 35 | comprise it, plus links to the additional properties required to make it
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| 36 | work in the application world.
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| 37 | @remarks
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| 38 | It extends the OGRE UserDefinedObject to allow reverse links from Ogre::Entity.
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| 39 | Note that this class does not override the UserDefinedObject's getTypeId method
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| 40 | because this class is abstract.
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| 41 | */
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| 42 | class _OgreRefAppExport ApplicationObject : public UserDefinedObject
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| 43 | {
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| 44 | protected:
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| 45 | // Visual component
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| 46 | SceneNode* mSceneNode;
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| 47 | Entity* mEntity;
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| 48 |
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| 49 | /// Dynamics properties, must be set up by subclasses if dynamics enabled
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| 50 | dBody* mOdeBody;
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| 51 | /// Mass parameters
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| 52 | dMass mMass;
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| 53 |
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| 54 |
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| 55 | /// Collision proxies, must be set up if collision enabled
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| 56 | typedef std::list<dGeom*> CollisionProxyList;
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| 57 | CollisionProxyList mCollisionProxies;
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| 58 |
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| 59 |
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| 60 | bool mDynamicsEnabled;
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| 61 | bool mReenableIfInteractedWith;
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| 62 | bool mCollisionEnabled;
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| 63 |
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| 64 | Real mBounceCoeffRestitution;
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| 65 | Real mBounceVelocityThreshold;
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| 66 | Real mSoftness;
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| 67 | Real mFriction;
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| 68 | Real mLinearVelDisableThreshold;
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| 69 | Real mAngularVelDisableThreshold;
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| 70 | Real mDisableTime;
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| 71 | Real mDisableTimeEnd;
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| 72 |
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| 73 | // Set up method, must override
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| 74 | virtual void setUp(const String& name) = 0;
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| 75 | /** Internal method for updating the state of the collision proxies. */
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| 76 | virtual void updateCollisionProxies(void);
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| 77 |
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| 78 | /** Internal method for testing the plane bounded region WorldFragment type. */
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| 79 | virtual bool testCollidePlaneBounds(SceneQuery::WorldFragment* wf);
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| 80 |
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| 81 | /// Internal method for updating the query mask
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| 82 | virtual void setEntityQueryFlags(void);
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| 83 |
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| 84 | public:
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| 85 | ApplicationObject(const String& name);
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| 86 | virtual ~ApplicationObject();
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| 87 |
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| 88 | /** Sets the position of this object. */
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| 89 | virtual void setPosition(const Vector3& vec);
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| 90 | /** Sets the position of this object. */
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| 91 | virtual void setPosition(Real x, Real y, Real z);
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| 92 | /** Sets the orientation of this object. */
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| 93 | virtual void setOrientation(const Quaternion& orientation);
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| 94 | /** Gets the current position of this object. */
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| 95 | virtual const Vector3& getPosition(void);
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| 96 | /** Gets the current orientation of this object. */
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| 97 | virtual const Quaternion& getOrientation(void);
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| 98 |
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| 99 | /// Updates the position of this game object from the simulation
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| 100 | virtual void _updateFromDynamics(void);
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| 101 |
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| 102 | /// Returns whether or not this object is considered for collision.
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| 103 | virtual bool isCollisionEnabled(void);
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| 104 | /** Returns whether or not this object is physically simulated.
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| 105 | @remarks
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| 106 | Objects which are not physically simulated only move when their
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| 107 | SceneNode is manually altered.
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| 108 | */
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| 109 | virtual bool isDynamicsEnabled(void);
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| 110 | /** Sets whether or not this object is considered for collision.
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| 111 | @remarks
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| 112 | Objects which have collision enabled must set up an ODE
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| 113 | collision proxy as part of their setUp method.
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| 114 | */
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| 115 |
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| 116 | /** Sets the linear and angular velocity thresholds, below which the
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| 117 | object will have it's dynamics automatically disabled for performance.
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| 118 | @remarks
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| 119 | These thresholds are used to speed up the simulation and to make it more
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| 120 | stable, by turning off dynamics for objects that appear to be at rest.
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| 121 | Otherwise, objects which are supposedly stationary can jitter when involved
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| 122 | in large stacks, and can consume unnecessary CPU time. Note that if another
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| 123 | object interacts with the disabled object, it will automatically reenable itself.
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| 124 | @par
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| 125 | If you never want to disable dynamics automatically for this object, just
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| 126 | set all the values to 0.
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| 127 | @param linearSq The squared linear velocity magnitude threshold
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| 128 | @param angularSq The squared angular velocity magnitude threshold
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| 129 | @param overTime The number of seconds over which the values must continue to be under
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| 130 | this threshold for the dynamics to be disabled. This is to catch cases
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| 131 | where the object almost stops moving because of a boundary condition, but
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| 132 | would speed up again later (e.g. box teetering on an edge).
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| 133 |
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| 134 | */
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| 135 | virtual void setDynamicsDisableThreshold(Real linearSq, Real angularSq, Real overTime);
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| 136 |
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| 137 | virtual void setCollisionEnabled(bool enabled);
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| 138 | /** Sets whether or not this object is physically simulated at this time.
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| 139 | @remarks
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| 140 | Objects which are not physically simulated only move when their
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| 141 | SceneNode is manually altered. Objects which are physically
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| 142 | simulated must set up an ODE body as part of their setUp method.
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| 143 | @par
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| 144 | You can also use this to temporarily turn off simulation on an object,
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| 145 | such that it is not simulated until some other object which IS simulated
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| 146 | comes in contact with it, or is attached to it with a joint.
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| 147 | @param enabled Specifies whether dynamics is enabled
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| 148 | @param reEnableOnInteraction If set to true, this object will reenable if some
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| 149 | other dynamically simulated object interacts with it
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| 150 | */
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| 151 | virtual void setDynamicsEnabled(bool enabled, bool reEnableOnInteraction = false);
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| 152 |
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| 153 | /** Sets the 'bounciness' of this object.
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| 154 | * @remarks
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| 155 | * Only applies if this object has both collision and dynamics enabled.
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| 156 | * When 2 movable objects collide, the greatest bounce parameters
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| 157 | * from both objects apply, so even a non-bouncy object can
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| 158 | * bounce if it hits a bouncy surface.
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| 159 | * @param restitutionValue Coeeficient of restitution
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| 160 | * (0 for no bounce, 1 for perfect bounciness)
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| 161 | * @param velocityThreshold Velocity below which no bounce will occur;
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| 162 | * this is a dampening value to ensure small velocities do not
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| 163 | * cause bounce.
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| 164 | */
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| 165 | virtual void setBounceParameters(Real restitutionValue, Real velocityThreshold);
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| 166 | /** Gets the cefficient of restitution (bounciness) for this object. */
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| 167 | virtual Real getBounceRestitutionValue(void);
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| 168 | /** Gets the bounce velocity threshold for this object. */
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| 169 | virtual Real getBounceVelocityThreshold(void);
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| 170 |
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| 171 | /** Sets the softness of this object, which determines how much it is allowed to
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| 172 | * penetrate other objects.
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| 173 | * @remarks
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| 174 | * This parameter only has meaning if collision and dynamics are enabled for this object.
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| 175 | * @param softness Softness factor (0 is completely hard). Softness will be combined from
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| 176 | * both objects involved in a collision to determine how much they will penetrate.
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| 177 | */
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| 178 | virtual void setSoftness(Real softness);
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| 179 | /** Gets the softness factor of this object. */
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| 180 | virtual Real getSoftness(void);
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| 181 |
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| 182 | /** Sets the Coulomb frictional coefficient for this object.
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| 183 | @remarks
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| 184 | This coefficient affects how much an object will slip when it comes
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| 185 | into contact with another object.
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| 186 | @param friction The Coulomb friction coefficient, valid from 0 to Math::POS_INFINITY.
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| 187 | 0 means no friction, Math::POS_INFINITY means infinite friction ie no slippage.
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| 188 | Note that friction between these 2 bounds is more CPU intensive so use with caution.
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| 189 | */
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| 190 | virtual void setFriction(Real friction);
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| 191 | /** Gets the Coulomb frictional coefficient for this object. */
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| 192 | virtual Real getFriction(void);
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| 193 | /** Adds a linear force to this object, in object space, at the position indicated.
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| 194 | @remarks
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| 195 | All forces are applied, then reset after World::applyDynamics is called.
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| 196 | @param direction The force direction in object coordinates.
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| 197 | @param atPosition The position at which the force is to be applied, in object coordinates.
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| 198 | */
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| 199 | virtual void addForce(const Vector3& direction, const Vector3& atPosition = Vector3::ZERO);
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| 200 | /** Adds a linear force to this object, in object space, at the position indicated.
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| 201 | @remarks
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| 202 | All forces are applied, then reset after World::applyDynamics is called.
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| 203 | @param dir_x, dir_y, dir_z The force direction in object coordinates.
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| 204 | @param pos_x, pos_y, pos_z The position at which the force is to be applied, in object coordinates.
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| 205 | */
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| 206 | virtual void addForce(Real dir_x, Real dir_y, Real dir_z,
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| 207 | Real pos_x = 0, Real pos_y = 0, Real pos_z = 0);
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| 208 | /** Adds a linear force to this object, in world space, at the position indicated.
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| 209 | @remarks
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| 210 | All forces are applied, then reset after World::applyDynamics is called.
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| 211 | @param direction The force direction in world coordinates.
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| 212 | @param atPosition The position at which the force is to be applied, in world coordinates.
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| 213 | */
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| 214 | virtual void addForceWorldSpace(const Vector3& direction, const Vector3& atPosition = Vector3::ZERO);
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| 215 | /** Adds a linear force to this object, in world space, at the position indicated.
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| 216 | @remarks
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| 217 | All forces are applied, then reset after World::applyDynamics is called.
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| 218 | @param dir_x, dir_y, dir_z The force direction in world coordinates.
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| 219 | @param pos_x, pos_y, pos_z The position at which the force is to be applied, in world coordinates.
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| 220 | */
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| 221 | virtual void addForceWorldSpace(Real dir_x, Real dir_y, Real dir_z,
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| 222 | Real pos_x, Real pos_y, Real pos_z);
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| 223 | /** Adds rotational force to this object, in object space.
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| 224 | @remarks
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| 225 | All forces are applied, then reset after World::applyDynamics is called.
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| 226 | @param direction The direction of the torque to apply, in object space. */
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| 227 | virtual void addTorque(const Vector3& direction);
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| 228 | /** Adds rotational force to this object, in object space.
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| 229 | @remarks
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| 230 | All forces are applied, then reset after World::applyDynamics is called.
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| 231 | @param x, y, z The direction of the torque to apply, in object space. */
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| 232 | virtual void addTorque(Real x, Real y, Real z);
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| 233 | /** Adds rotational force to this object, in world space.
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| 234 | @remarks
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| 235 | All forces are applied, then reset after World::applyDynamics is called.
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| 236 | @param direction The direction of the torque to apply, in world space. */
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| 237 | virtual void addTorqueWorldSpace(const Vector3& direction);
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| 238 | /** Adds rotational force to this object, in world space.
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| 239 | @remarks
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| 240 | All forces are applied, then reset after World::applyDynamics is called.
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| 241 | @param x, y, z The direction of the torque to apply, in world space. */
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| 242 | virtual void addTorqueWorldSpace(Real x, Real y, Real z);
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| 243 |
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| 244 | /** Tests to see if there is a detailed collision between this object and the object passed in.
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| 245 | @remarks
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| 246 | If there is a collision, both objects will be notified and if dynamics are enabled
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| 247 | on these objects, physics will be applied automatically.
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| 248 | @returns true if collision occurred
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| 249 |
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| 250 | */
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| 251 | virtual bool testCollide(ApplicationObject* otherObj);
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| 252 |
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| 253 | /** Tests to see if there is a detailed collision between this object and the
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| 254 | world fragment passed in.
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| 255 | @remarks
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| 256 | If there is a collision, the object will be notified and if dynamics are enabled
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| 257 | on this object, physics will be applied automatically.
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| 258 | @returns true if collision occurred
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| 259 | */
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| 260 | virtual bool testCollide(SceneQuery::WorldFragment* wf);
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| 261 |
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| 262 | /** Contains information about a collision; used in the _notifyCollided call. */
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| 263 | struct CollisionInfo
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| 264 | {
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| 265 | /// The position in world coordinates at which the collision occurred
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| 266 | Vector3 position;
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| 267 | /// The normal in world coordinates of the collision surface
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| 268 | Vector3 normal;
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| 269 | /// Penetration depth
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| 270 | Real penetrationDepth;
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| 271 | };
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| 272 | /** This method is called automatically if testCollide indicates a real collision.
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| 273 | */
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| 274 | virtual void _notifyCollided(ApplicationObject* otherObj, const CollisionInfo& info);
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| 275 | /** This method is called automatically if testCollide indicates a real collision.
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| 276 | */
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| 277 | virtual void _notifyCollided(SceneQuery::WorldFragment* wf, const CollisionInfo& info);
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| 278 | /** Gets the SceneNode which is being used to represent this object's position in
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| 279 | the OGRE world. */
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| 280 | SceneNode* getSceneNode(void);
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| 281 | /** Gets the Entity which is being used to represent this object in the OGRE world. */
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| 282 | Entity* getEntity(void);
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| 283 | /** Gets the ODE body used to represent this object's mass and current velocity. */
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| 284 | dBody* getOdeBody(void);
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| 285 |
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| 286 | /** Set the mass parameters of this object to represent a sphere.
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| 287 | @remarks
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| 288 | This method sets the mass and inertia properties of this object such
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| 289 | that it is like a sphere, ie center of gravity at the origin and
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| 290 | an even distribution of mass in all directions.
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| 291 | @param density Density of the sphere in Kg/m^3
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| 292 | @param radius of the sphere mass
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| 293 | */
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| 294 | void setMassSphere(Real density, Real radius);
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| 295 |
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| 296 | /** Set the mass parameters of this object to represent a box.
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| 297 | @remarks
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| 298 | This method sets the mass and inertia properties of this object such
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| 299 | that it is like a box.
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| 300 | @param density Density of the box in Kg/m^3
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| 301 | @param dimensions Width, height and depth of the box.
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| 302 | @param orientation Optional orientation of the box.
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| 303 | */
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| 304 | void setMassBox(Real density, const Vector3& dimensions,
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| 305 | const Quaternion& orientation = Quaternion::IDENTITY);
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| 306 |
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| 307 | /** Set the mass parameters of this object to represent a capped cylinder.
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| 308 | @remarks
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| 309 | This method sets the mass and inertia properties of this object such
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| 310 | that it is like a capped cylinder, by default lying along the Z-axis.
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| 311 | @param density Density of the cylinder in Kg/m^3
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| 312 | @param length Length of the cylinder
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| 313 | @param width Width of the cylinder
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| 314 | @param orientation Optional orientation if you wish the cylinder to lay
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| 315 | along a different axis from Z.
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| 316 | */
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| 317 | void setMassCappedCylinder(Real density, Real length, Real width,
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| 318 | const Quaternion& orientation = Quaternion::IDENTITY);
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| 319 |
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| 320 | /** Sets the mass parameters manually, use only if you know how!
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| 321 | @param mass Mass in Kg
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| 322 | @param center The center of gravity
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| 323 | @param inertia The inertia matrix describing distribution of the mass around the body.
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| 324 | */
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| 325 | void setMassExpert(Real mass, const Vector3 center, const Matrix3 inertia);
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| 326 |
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| 327 | /** Gets the ODE mass parameters for this object. */
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| 328 | const dMass* getOdeMass(void);
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| 329 |
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| 330 | /** Sets the current linear velocity of this object.
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| 331 | @remarks
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| 332 | Only applicable if dynamics are enabled for this object. This method is useful
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| 333 | for starting an object off at a particular speed rather than applying forces to get
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| 334 | it there.
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| 335 | */
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| 336 | void setLinearVelocity(const Vector3& vel);
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| 337 | /** Sets the current linear velocity of this object.
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| 338 | @remarks
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| 339 | Only applicable if dynamics are enabled for this object. This method is useful
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| 340 | for starting an object off at a particular speed rather than applying forces to get
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| 341 | it there.
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| 342 | */
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| 343 | void setLinearVelocity(Real x, Real y, Real z);
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| 344 | /** Gets the current linear velocity of this object.
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| 345 | @remarks
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| 346 | Only applicable if dynamics are enabled for this object.
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| 347 | @returns Vector3 representing the velocity in units per second.
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| 348 | */
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| 349 | const Vector3& getLinearVelocity(void);
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| 350 |
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| 351 | /** Gets the current angular velocity of this object.
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| 352 | @remarks
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| 353 | Only applicable if dynamics are enabled for this object.
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| 354 | @returns Vector3 representing the angular velocity in units per second around each axis.
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| 355 | */
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| 356 | const Vector3& getAngularVelocity(void);
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| 357 |
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| 358 | /** Sets the current angular velocity of this object.
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| 359 | @remarks
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| 360 | Only applicable if dynamics are enabled for this object. This method is useful
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| 361 | for starting an object off rather than applying forces to get
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| 362 | it there.
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| 363 | */
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| 364 | void setAngularVelocity(const Vector3& vel);
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| 365 | /** Sets the current angular velocity of this object.
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| 366 | @remarks
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| 367 | Only applicable if dynamics are enabled for this object. This method is useful
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| 368 | for starting an object off rather than applying forces to get
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| 369 | it there.
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| 370 | */
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| 371 | void setAngularVelocity(Real x, Real y, Real z);
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| 372 |
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| 373 | /** Moves the object along it's local axes.
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| 374 | @par
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| 375 | This method moves the object by the supplied vector along the
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| 376 | local axes of the obect.
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| 377 | @param
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| 378 | d Vector with x,y,z values representing the translation.
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| 379 | */
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| 380 | virtual void translate(const Vector3& d);
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| 381 | /** Moves the object along it's local axes.
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| 382 | @par
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| 383 | This method moves the object by the supplied vector along the
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| 384 | local axes of the obect.
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| 385 | @param x, y z Real x, y and z values representing the translation.
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| 386 | */
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| 387 | virtual void translate(Real x, Real y, Real z);
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| 388 |
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| 389 | /** Moves the object along the world axes.
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| 390 | @par
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| 391 | This method moves the object by the supplied vector along the
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| 392 | world axes.
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| 393 | @param
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| 394 | d Vector with x,y,z values representing the translation.
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| 395 | */
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| 396 | virtual void translateWorldSpace(const Vector3& d);
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| 397 | /** Moves the object along the world axes.
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| 398 | @par
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| 399 | This method moves the object by the supplied vector along the
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| 400 | local axes of the obect.
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| 401 | @param x, y z Real x, y and z values representing the translation.
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| 402 | */
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| 403 | virtual void translateWorldSpace(Real x, Real y, Real z);
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| 404 |
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| 405 | /** Rotate the object around the local Z-axis.
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| 406 | */
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| 407 | virtual void roll(const Radian& angle);
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| 408 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 409 | inline void roll(Real angleunits) {
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| 410 | roll ( Angle(angleunits) );
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| 411 | }
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| 412 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 413 |
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| 414 | /** Rotate the object around the local X-axis.
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| 415 | */
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| 416 | virtual void pitch(const Radian& angle);
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| 417 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 418 | inline void pitch(Real angleunits) {
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| 419 | pitch ( Angle(angleunits) );
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| 420 | }
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| 421 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 422 |
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| 423 | /** Rotate the object around the local Y-axis.
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| 424 | */
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| 425 | virtual void yaw(const Radian& angle);
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| 426 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 427 | inline void yaw(Real angleunits) {
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| 428 | yaw ( Angle(angleunits) );
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| 429 | }
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| 430 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 431 |
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| 432 | /** Rotate the object around an arbitrary axis.
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| 433 | */
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| 434 | virtual void rotate(const Vector3& axis, const Radian& angle);
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| 435 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 436 | inline void rotate(const Vector3& axis, Real angleunits) {
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| 437 | rotate ( axis, Angle(angleunits) );
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| 438 | }
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| 439 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 440 |
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| 441 | /** Rotate the object around an aritrary axis using a Quarternion.
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| 442 | */
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| 443 | virtual void rotate(const Quaternion& q);
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| 444 |
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| 445 |
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| 446 | };
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| 447 |
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| 448 |
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| 449 | } // namespace
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| 450 |
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| 451 | #endif
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| 452 |
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| 453 |
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