1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Reto Grieder |
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24 | * Co-authors: |
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25 | * Martin Stypinski |
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26 | * |
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27 | */ |
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28 | |
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29 | #ifndef _MobileEntity_H__ |
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30 | #define _MobileEntity_H__ |
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31 | |
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32 | #include "OrxonoxPrereqs.h" |
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33 | |
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34 | #include "util/Math.h" |
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35 | #include "tools/interfaces/Tickable.h" |
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36 | #include "WorldEntity.h" |
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37 | |
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38 | namespace orxonox |
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39 | { |
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40 | /** |
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41 | @brief |
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42 | The MobileEntity is a derived class from @ref orxonox::WorldEntity and @ref orxonox::Tickable. It is supposed to be the base class of |
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43 | @ref orxonox::MovableEntity and @ref orxonox::ControllableEntity. You will never need to instanciate a MobileEntity directly. |
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44 | Use only its derivatives. |
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45 | In addition to the functionalities of the @ref orxonox::WorldEntity this class has a linear and angular velocity and a linear and angular acceleration. |
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46 | Every time the @see tick function is called the linear acceleration is multiplied by the time since the last call of tick and then added to the |
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47 | linear velocity. Then the linear velocity is multiplied by the time since the last call of tick and then added to the position. The same happens with |
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48 | the angular acceleration and velocity. With this procedure MobileEntities can change their position and orientation with time. |
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49 | */ |
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50 | |
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51 | class _OrxonoxExport MobileEntity : public WorldEntity, public Tickable |
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52 | { |
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53 | public: |
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54 | MobileEntity(Context* context); |
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55 | virtual ~MobileEntity(); |
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56 | |
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57 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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58 | virtual void tick(float dt); |
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59 | |
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60 | virtual void setPosition(const Vector3& position); |
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61 | virtual void setOrientation(const Quaternion& orientation); |
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62 | |
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63 | virtual void setVelocity(const Vector3& velocity); |
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64 | inline void setVelocity(float x, float y, float z) |
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65 | { this->setVelocity(Vector3(x, y, z)); } |
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66 | inline const Vector3& getVelocity() const |
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67 | { return this->linearVelocity_; } |
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68 | /** |
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69 | @brief Get the velocity in the coordinate-system of the MoblieEntity. |
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70 | @return Returns the velocity of the MobileEntity in its coordinate-system. |
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71 | */ |
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72 | inline Vector3 getLocalVelocity() const |
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73 | { return (this->getOrientation().Inverse() * this->getVelocity()); } |
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74 | |
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75 | virtual void setAngularVelocity(const Vector3& velocity); |
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76 | inline void setAngularVelocity(float x, float y, float z) |
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77 | { this->setAngularVelocity(Vector3(x, y, z)); } |
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78 | inline const Vector3& getAngularVelocity() const |
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79 | { return this->angularVelocity_; } |
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80 | |
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81 | void setAcceleration(const Vector3& acceleration); |
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82 | inline void setAcceleration(float x, float y, float z) |
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83 | { this->setAcceleration(Vector3(x, y, z)); } |
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84 | inline const Vector3& getAcceleration() const |
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85 | { return this->linearAcceleration_; } |
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86 | void addAcceleration(const Vector3& acceleration, const Vector3 &relativePosition = Vector3::ZERO); // Adds the input acceleration at the input position to the MobileEntity. |
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87 | |
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88 | void setAngularAcceleration(const Vector3& acceleration); |
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89 | inline void setAngularAcceleration(float x, float y, float z) |
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90 | { this->setAngularAcceleration(Vector3(x, y, z)); } |
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91 | inline const Vector3& getAngularAcceleration() const |
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92 | { return this->angularAcceleration_; } |
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93 | |
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94 | void applyCentralForce(const Vector3& force); |
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95 | inline void applyCentralForce(float x, float y, float z) |
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96 | { this->applyCentralForce(Vector3(x, y, z)); } |
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97 | |
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98 | inline void setRotationRate(Degree rate) |
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99 | { this->setAngularVelocity(this->getAngularVelocity().normalisedCopy() * rate.valueRadians()); } |
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100 | inline Degree getRotationRate() const |
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101 | { return Radian(this->getAngularVelocity().length()); } |
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102 | |
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103 | inline void setRotationAxis(const Vector3& axis) |
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104 | { this->setAngularVelocity(axis * this->getAngularVelocity().length()); } |
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105 | inline Vector3 getRotationAxis() const |
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106 | { return this->getAngularVelocity().normalisedCopy(); } |
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107 | |
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108 | protected: |
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109 | // Bullet btMotionState related |
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110 | virtual void setWorldTransform(const btTransform& worldTrans); |
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111 | void getWorldTransform(btTransform& worldTrans) const; |
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112 | |
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113 | Vector3 linearAcceleration_; |
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114 | Vector3 linearVelocity_; |
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115 | Vector3 angularAcceleration_; |
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116 | Vector3 angularVelocity_; |
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117 | |
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118 | private: |
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119 | virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const; |
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120 | }; |
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121 | } |
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122 | |
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123 | #endif /* _MobileEntity_H__ */ |
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