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📄 oasismovable.cpp

📁 使用stl技术,(还没看,是听说的)
💻 CPP
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/******************************************************************************

 * This source file is part of Bad Camel Gaming

 * Copyright (C) 2003  Zephie Greyvenstein

 * See Readme.html for acknowledgements

 *

 * This library is free software; you can redistribute it and/or

 * modify it under the terms of the GNU Lesser General Public

 * License as published by the Free Software Foundation; either

 * version 2.1 of the License, or (at your option) any later version.

 *

 * This library is distributed in the hope that it will be useful,

 * but WITHOUT ANY WARRANTY; without even the implied warranty of

 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU

 * Lesser General Public License for more details.

 *

 * You should have received a copy of the GNU Lesser General Public

 * License along with this library; if not, write to the Free Software

 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

 *****************************************************************************/



/******************************************************************************

 * FILENAME    : oasisMovable.cpp

 * DESCRIPTION : If it moves, kick it

 * AUTHOR      : Zephie Greyvenstein

 *****************************************************************************/



#include "oasisMovable.h"



#include "OgreMath.h"



namespace Oasis {

  

  movable::movable( ) { 

    position = vector3::ZERO;

    orientation = quaternion::IDENTITY;

  }

  

  movable::~movable( ) {



  }



  void movable::setPosition( real x, real y, real z ) {

    setPosition( vector3( x, y, z ) );

  }



  void movable::setPosition( const vector3 &newPosition ) {

    position = newPosition;

    _updatePosition( );

  }



  const vector3 &movable::getPosition( void ) const {

    return position;

  }



  void movable::move( real x, real y, real z ) {

    move( vector3( x, y, z ) );

  }



  void movable::move( const vector3 &moveVector ) {

    setPosition( position + moveVector );

  }

  

  void movable::moveRelative( real x, real y, real z ) {

    moveRelative( vector3( x, y, z ) );

  }



  void movable::moveRelative( const vector3 &moveVector ) {

    setPosition( position + ( orientation * moveVector ) );

  }



  void movable::rotate( real x, real y, real z, real degrees ) {

    quaternion quat;

    quat.fromAxisAndAngle( vector3( x, y, z ),

         Ogre::Math::DegreesToRadians( degrees ) );

    rotate( quat );

  }



  void movable::rotate( const vector3 &axis, real degrees ) {

    quaternion quat;

    quat.fromAxisAndAngle( axis, Ogre::Math::DegreesToRadians( degrees ) );

    rotate( quat );

  }



  void movable::rotate( const quaternion &rotation ) {  

    setOrientation( orientation * rotation );

  }



  void movable::setOrientation( const quaternion &newOrientation ) {

    orientation = newOrientation;

    _updateOrientation( );

  }



  const quaternion &movable::getOrientation( void ) const {

    return orientation;

  }



  vector3 movable::getDirection( void ) const {

    return orientation * -vector3::UNITZ;

  }

}

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