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