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source: code/branches/ggz/src/orxonox/objects/worldentities/MobileEntity.h @ 4036

Last change on this file since 4036 was 2710, checked in by rgrieder, 16 years ago

Merged buildsystem3 containing buildsystem2 containing Adi's buildsystem branch back to the trunk.
Please update the media directory if you were not using buildsystem3 before.

File size: 3.9 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      Martin Stypinski
26 *
27 */
28
29#ifndef _MobileEntity_H__
30#define _MobileEntity_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include "WorldEntity.h"
35#include "objects/Tickable.h"
36
37namespace orxonox
38{
39    class _OrxonoxExport MobileEntity : public WorldEntity, public Tickable
40    {
41        public:
42            MobileEntity(BaseObject* creator);
43            virtual ~MobileEntity();
44
45            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
46            virtual void tick(float dt);
47
48            virtual void setPosition(const Vector3& position);
49            virtual void setOrientation(const Quaternion& orientation);
50
51            virtual void setVelocity(const Vector3& velocity);
52            inline void setVelocity(float x, float y, float z)
53                { this->setVelocity(Vector3(x, y, z)); }
54            inline const Vector3& getVelocity() const
55                { return this->linearVelocity_; }
56            inline Vector3 getLocalVelocity() const
57                { return (this->getOrientation().Inverse() * this->getVelocity()); }
58
59            virtual void setAngularVelocity(const Vector3& velocity);
60            inline void setAngularVelocity(float x, float y, float z)
61                { this->setAngularVelocity(Vector3(x, y, z)); }
62            inline const Vector3& getAngularVelocity() const
63                { return this->linearAcceleration_; }
64
65            void setAcceleration(const Vector3& acceleration);
66            inline void setAcceleration(float x, float y, float z)
67                { this->setAcceleration(Vector3(x, y, z)); }
68            inline const Vector3& getAcceleration() const
69                { return this->linearAcceleration_; }
70
71            void setAngularAcceleration(const Vector3& acceleration);
72            inline void setAngularAcceleration(float x, float y, float z)
73                { this->setAngularAcceleration(Vector3(x, y, z)); }
74            inline const Vector3& getAngularAcceleration() const
75                { return this->angularAcceleration_; }
76
77            inline void setRotationRate(Degree rate)
78                { this->setAngularVelocity(this->getAngularVelocity().normalisedCopy() * rate.valueRadians()); }
79            inline Degree getRotationRate() const
80                { return Degree(this->getAngularVelocity().length()); }
81
82            inline void setRotationAxis(const Vector3& axis)
83                { this->setAngularVelocity(axis * this->getAngularVelocity().length()); }
84            inline Vector3 getRotationAxis() const
85                { return this->getAngularVelocity().normalisedCopy(); }
86
87        protected:
88            // Bullet btMotionState related
89            virtual void setWorldTransform(const btTransform& worldTrans);
90            void getWorldTransform(btTransform& worldTrans) const;
91
92            Vector3 linearAcceleration_;
93            Vector3 linearVelocity_;
94            Vector3 angularAcceleration_;
95            Vector3 angularVelocity_;
96
97        private:
98            virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const;
99    };
100}
101
102#endif /* _MobileEntity_H__ */
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