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source: code/branches/menuanimations/src/orxonox/worldentities/MovableEntity.h @ 6916

Last change on this file since 6916 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • Property svn:eol-style set to native
File size: 3.6 KB
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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 *      Fabian 'x3n' Landau
24 *      Reto Grieder
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#ifndef _MovableEntity_H__
31#define _MovableEntity_H__
32
33#include "OrxonoxPrereqs.h"
34
35#include "util/Math.h"
36#include "network/ClientConnectionListener.h"
37#include "tools/Timer.h"
38#include "MobileEntity.h"
39
40namespace orxonox
41{
42    class _OrxonoxExport MovableEntity : public MobileEntity, public ClientConnectionListener
43    {
44        public:
45            MovableEntity(BaseObject* creator);
46            virtual ~MovableEntity();
47
48            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
49            virtual bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint);
50            void registerVariables();
51
52            using WorldEntity::setPosition;
53            using WorldEntity::setOrientation;
54
55            inline void setPosition(const Vector3& position)
56                { MobileEntity::setPosition(position); this->overwrite_position_ = this->getPosition(); }
57            inline void setOrientation(const Quaternion& orientation)
58                { MobileEntity::setOrientation(orientation); this->overwrite_orientation_ = this->getOrientation(); }
59
60            inline void setOwner(Pawn* owner)
61                { this->owner_ = owner; }
62            inline Pawn* getOwner() const
63                { return this->owner_; }
64
65            inline void setCollisionDamage(float c)
66                { this->collisionDamage_ = c; }
67
68            inline float getCollisionDamage()
69                { return this->collisionDamage_; }
70
71            inline void setEnableCollisionDamage(bool c)
72            { 
73                this->enableCollisionDamage_ = c; 
74                this->enableCollisionCallback();
75            } 
76
77            inline bool getEnableCollisionDamage()
78                { return this->enableCollisionDamage_; }
79
80        private:
81            void clientConnected(unsigned int clientID);
82            void clientDisconnected(unsigned int clientID);
83            void resynchronize();
84
85            inline void processLinearVelocity()
86                { this->setVelocity(this->linearVelocity_); }
87            inline void processAngularVelocity()
88                { this->setAngularVelocity(this->angularVelocity_); }
89
90            inline void overwritePosition()
91                { this->setPosition(this->overwrite_position_); }
92            inline void overwriteOrientation()
93                { this->setOrientation(this->overwrite_orientation_); }
94
95            Vector3    overwrite_position_;
96            Quaternion overwrite_orientation_;
97
98            Timer resynchronizeTimer_;
99            Timer* continuousResynchroTimer_;
100
101            Pawn* owner_;
102            float collisionDamage_;
103            bool enableCollisionDamage_;
104    };
105}
106
107#endif /* _MovableEntity_H__ */
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