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 | #include "OrxonoxStableHeaders.h" |
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30 | #include "MobileEntity.h" |
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31 | |
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32 | #include <OgreSceneNode.h> |
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33 | #include "BulletDynamics/Dynamics/btRigidBody.h" |
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34 | |
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35 | #include "util/Debug.h" |
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36 | #include "util/MathConvert.h" |
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37 | #include "util/Exception.h" |
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38 | #include "core/CoreIncludes.h" |
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39 | #include "core/XMLPort.h" |
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40 | |
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41 | #include "objects/Scene.h" |
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42 | |
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43 | namespace orxonox |
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44 | { |
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45 | MobileEntity::MobileEntity(BaseObject* creator) : WorldEntity(creator) |
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46 | { |
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47 | RegisterObject(MobileEntity); |
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48 | |
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49 | this->linearAcceleration_ = Vector3::ZERO; |
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50 | this->linearVelocity_ = Vector3::ZERO; |
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51 | this->angularAcceleration_ = Vector3::ZERO; |
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52 | this->angularVelocity_ = Vector3::ZERO; |
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53 | |
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54 | this->registerVariables(); |
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55 | } |
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56 | |
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57 | MobileEntity::~MobileEntity() |
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58 | { |
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59 | } |
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60 | |
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61 | void MobileEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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62 | { |
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63 | SUPER(MobileEntity, XMLPort, xmlelement, mode); |
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64 | |
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65 | XMLPortParamTemplate(MobileEntity, "velocity", setVelocity, getVelocity, xmlelement, mode, const Vector3&); |
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66 | |
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67 | Vector3 rotationAxis(this->getRotationAxis()); |
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68 | Degree rotationRate = this->getRotationRate(); |
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69 | XMLPortParamVariable(MobileEntity, "rotationaxis", rotationAxis, xmlelement, mode); |
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70 | XMLPortParamVariable(MobileEntity, "rotationrate", rotationRate, xmlelement, mode); |
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71 | if (mode == XMLPort::LoadObject) |
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72 | { |
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73 | if (rotationAxis == Vector3::ZERO) |
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74 | this->setAngularVelocity(Vector3::ZERO); |
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75 | else |
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76 | this->setAngularVelocity(rotationAxis.normalisedCopy() * rotationRate.valueRadians()); |
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77 | } |
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78 | } |
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79 | |
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80 | void MobileEntity::tick(float dt) |
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81 | { |
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82 | if (this->isActive()) |
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83 | { |
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84 | // Check whether Bullet doesn't do the physics for us |
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85 | if (!this->isDynamic()) |
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86 | { |
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87 | // Linear part |
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88 | this->linearVelocity_.x += this->linearAcceleration_.x * dt; |
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89 | this->linearVelocity_.y += this->linearAcceleration_.y * dt; |
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90 | this->linearVelocity_.z += this->linearAcceleration_.z * dt; |
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91 | this->node_->translate(this->linearVelocity_ * dt); |
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92 | |
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93 | // Angular part |
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94 | // Note: angularVelocity_ is a Quaternion with w = 0 while angularAcceleration_ is a Vector3 |
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95 | this->angularVelocity_.x += angularAcceleration_.x * dt; |
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96 | this->angularVelocity_.y += angularAcceleration_.y * dt; |
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97 | this->angularVelocity_.z += angularAcceleration_.z * dt; |
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98 | // Calculate new orientation with quaternion derivative. This is about 30% faster than with angle/axis method. |
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99 | float mult = dt * 0.5; |
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100 | // TODO: this could be optimized by writing it out. The calls currently create 4 new Quaternions! |
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101 | Quaternion newOrientation(0.0f, this->angularVelocity_.x * mult, this->angularVelocity_.y * mult, this->angularVelocity_.z * mult); |
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102 | newOrientation = this->node_->getOrientation() + newOrientation * this->node_->getOrientation(); |
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103 | newOrientation.normalise(); |
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104 | this->node_->setOrientation(newOrientation); |
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105 | } |
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106 | } |
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107 | } |
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108 | |
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109 | void MobileEntity::setPosition(const Vector3& position) |
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110 | { |
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111 | if (this->isDynamic()) |
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112 | { |
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113 | btTransform transf = this->physicalBody_->getWorldTransform(); |
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114 | transf.setOrigin(btVector3(position.x, position.y, position.z)); |
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115 | this->physicalBody_->setWorldTransform(transf); |
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116 | } |
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117 | |
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118 | this->node_->setPosition(position); |
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119 | } |
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120 | |
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121 | void MobileEntity::setOrientation(const Quaternion& orientation) |
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122 | { |
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123 | if (this->isDynamic()) |
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124 | { |
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125 | btTransform transf = this->physicalBody_->getWorldTransform(); |
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126 | transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w)); |
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127 | this->physicalBody_->setWorldTransform(transf); |
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128 | } |
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129 | |
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130 | this->node_->setOrientation(orientation); |
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131 | } |
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132 | |
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133 | void MobileEntity::setVelocity(const Vector3& velocity) |
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134 | { |
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135 | if (this->isDynamic()) |
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136 | this->physicalBody_->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z)); |
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137 | |
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138 | this->linearVelocity_ = velocity; |
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139 | } |
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140 | |
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141 | void MobileEntity::setAngularVelocity(const Vector3& velocity) |
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142 | { |
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143 | if (this->isDynamic()) |
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144 | this->physicalBody_->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z)); |
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145 | |
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146 | this->angularVelocity_ = velocity; |
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147 | } |
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148 | |
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149 | void MobileEntity::setAcceleration(const Vector3& acceleration) |
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150 | { |
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151 | if (this->isDynamic()) |
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152 | this->physicalBody_->applyCentralForce(btVector3(acceleration.x * this->getMass(), acceleration.y * this->getMass(), acceleration.z * this->getMass())); |
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153 | |
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154 | this->linearAcceleration_ = acceleration; |
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155 | } |
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156 | |
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157 | void MobileEntity::setAngularAcceleration(const Vector3& acceleration) |
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158 | { |
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159 | if (this->isDynamic()) |
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160 | { |
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161 | btVector3 inertia(btVector3(1, 1, 1) / this->physicalBody_->getInvInertiaDiagLocal()); |
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162 | this->physicalBody_->applyTorque(btVector3(acceleration.x, acceleration.y, acceleration.z) * inertia); |
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163 | } |
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164 | |
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165 | this->angularAcceleration_ = acceleration; |
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166 | } |
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167 | |
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168 | bool MobileEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const |
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169 | { |
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170 | if (type == WorldEntity::Static) |
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171 | { |
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172 | CCOUT(1) << "Error: Cannot tell a MobileEntity to have static collision type! Ignoring." << std::endl; |
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173 | assert(false); // Only in debug mode |
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174 | return false; |
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175 | } |
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176 | else |
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177 | return true; |
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178 | } |
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179 | |
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180 | void MobileEntity::setWorldTransform(const btTransform& worldTrans) |
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181 | { |
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182 | // We use a dynamic body. So we translate our node accordingly. |
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183 | this->node_->setPosition(Vector3(worldTrans.getOrigin().x(), worldTrans.getOrigin().y(), worldTrans.getOrigin().z())); |
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184 | btQuaternion temp(worldTrans.getRotation()); |
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185 | this->node_->setOrientation(Quaternion(temp.w(), temp.x(), temp.y(), temp.z())); |
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186 | this->linearVelocity_.x = this->physicalBody_->getLinearVelocity().x(); |
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187 | this->linearVelocity_.y = this->physicalBody_->getLinearVelocity().y(); |
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188 | this->linearVelocity_.z = this->physicalBody_->getLinearVelocity().z(); |
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189 | this->angularVelocity_.x = this->physicalBody_->getAngularVelocity().x(); |
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190 | this->angularVelocity_.y = this->physicalBody_->getAngularVelocity().y(); |
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191 | this->angularVelocity_.z = this->physicalBody_->getAngularVelocity().z(); |
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192 | } |
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193 | |
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194 | void MobileEntity::getWorldTransform(btTransform& worldTrans) const |
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195 | { |
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196 | // We use a kinematic body |
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197 | worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z)); |
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198 | worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w)); |
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199 | if (this->isDynamic()) |
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200 | { |
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201 | // This function gets called only once for dynamic objects to set the initial conditions |
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202 | // We have to set the velocities too. |
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203 | this->physicalBody_->setLinearVelocity(btVector3(linearVelocity_.x, linearVelocity_.y, linearVelocity_.z)); |
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204 | this->physicalBody_->setAngularVelocity(btVector3(angularVelocity_.x, angularVelocity_.y, angularVelocity_.z)); |
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205 | } |
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206 | } |
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207 | } |
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