7 #ifndef CAFU_GAMESYS_COMPONENT_TRANSFORM_HPP_INCLUDED
8 #define CAFU_GAMESYS_COMPONENT_TRANSFORM_HPP_INCLUDED
10 #include "CompBase.hpp"
11 #include "Math3D/Matrix.hpp"
12 #include "Math3D/Quaternion.hpp"
84 void LookAt(
const Vector3fT& Pos,
unsigned int AxisNr = 0,
bool NoPitch =
false);
89 const char*
GetName()
const {
return "Transform"; }
103 static int GetAngles(lua_State* LuaState);
104 static int SetAngles(lua_State* LuaState);
105 static int GetAxisX(lua_State* LuaState);
106 static int GetAxisY(lua_State* LuaState);
107 static int GetAxisZ(lua_State* LuaState);
108 static int LookAt(lua_State* LuaState);
109 static int toString(lua_State* LuaState);
112 static const char* DocClass;
static QuaternionT FromXYZ(const Vector3T< float > &Vec)
Constructs a quaternion from the first three components (x, y, z) of a unit quaternion.
Definition: Quaternion.hpp:61
This is a "wrapper" around a normal C++ variable.
Definition: SetCompVar.hpp:15
This class represents a polymorphic 3-dimensional vector.
Definition: Misc.hpp:11
Vector3T< T > GetXYZ() const
Returns the x, y and z components as a Vector3T<T>.
Definition: Quaternion.hpp:81
Definition: TypeSys.hpp:52
Definition: TypeSys.hpp:57
This class keeps type information (about an entity class that occurs in the game).
Definition: TypeSys.hpp:79
Definition: TypeSys.hpp:68
This is the base class for the components that an entity is composed/aggregated of.
Definition: CompBase.hpp:54