// // Copyright (c) 2010-2011 Matthew Jack and Doug Binks // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // 3. This notice may not be removed or altered from any source distribution. #pragma once #ifndef IAUENTITY_INCLUDED #define IAUENTITY_INCLUDED #include "Definitions.inl" #include "../Common/AUOrientation3D.inl" #include "../Common/AUVec3f.inl" #define AU_ENTITY_NAME_LENGTH 32 class IEntityObject; struct IAUEntity { virtual AUEntityId GetId() const = 0; virtual const char * GetName() const = 0; // May return empty string, never NULL virtual void SetName(const char * sName) = 0; // Up to AU_ENTITY_NAME_LENGTH - 1 bytes plus null terminator, or NULL //virtual const IPhysics * GetPhysics() const = 0; //virtual IPhysics * GetPhysics() = 0; //virtual void SetPhysics(IPhysics *pPhysics) = 0; virtual const IEntityObject * GetObject() const = 0; virtual IEntityObject * GetObject() = 0; virtual void SetObject(IEntityObject *pObject) = 0; virtual const IAURenderable * GetRenderable() const = 0; virtual IAURenderable * GetRenderable() = 0; virtual void SetRenderable(IAURenderable *pRenderable) = 0; virtual const IAUUpdateable * GetUpdateable() const = 0; virtual IAUUpdateable * GetUpdateable() = 0; virtual void SetUpdateable(IAUUpdateable *pUpdateable) = 0; virtual const AUVec3f& GetPosition() const = 0; virtual AUVec3f& GetPosition() = 0; virtual void SetPosition(const AUVec3f& vPos) = 0; virtual void SetPosition(float x, float y, float z) = 0; virtual const AUVec3f& GetScale() const = 0; virtual AUVec3f& GetScale() = 0; virtual void SetScale(const AUVec3f& vScale) = 0; virtual void SetScale(float fScale) = 0; virtual const AUOrientation3D& GetOrientation() const = 0; virtual AUOrientation3D& GetOrientation() = 0; virtual void SetOrientation(const AUOrientation3D& vOrientation) = 0; virtual void SetOrientation(float xForward, float yForward, float zForward, float xUp, float yUp, float zUp) = 0; virtual ~IAUEntity() {} }; #endif // IAUENTITY_INCLUDED