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 | * Fabian 'x3n' Landau |
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24 | * Reto Grieder (physics) |
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25 | * Co-authors: |
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26 | * ... |
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27 | * |
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28 | */ |
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29 | |
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30 | #ifndef _WorldEntity_H__ |
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31 | #define _WorldEntity_H__ |
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32 | |
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33 | #include "OrxonoxPrereqs.h" |
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34 | |
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35 | #ifdef NDEBUG |
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36 | #include <OgreSceneNode.h> |
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37 | #else |
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38 | #include <OgrePrerequisites.h> |
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39 | #endif |
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40 | #include <LinearMath/btMotionState.h> |
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41 | |
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42 | #include "util/Math.h" |
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43 | #include "core/BaseObject.h" |
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44 | #include "network/synchronisable/Synchronisable.h" |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | /** |
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49 | @brief |
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50 | The WorldEntity represents everything that can be put in a Scene at a certain location. |
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51 | |
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52 | It is supposed to be the base class of everything you would call an 'object' in a Scene. |
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53 | The class itself is abstract which means you cannot use it directly. You may use StaticEntity |
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54 | as the simplest derivative or (derived from MobileEntity) MovableEntity and ControllableEntity |
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55 | as more advanced ones. |
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56 | |
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57 | The basic task of the WorldEntity is provide a location, a direction and a scaling and the possibility |
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58 | to create an entire hierarchy of derivated objects. |
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59 | It is also the basis for the physics interface to the Bullet physics engine. |
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60 | Every WorldEntity can have a specific collision type: @see CollisionType |
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61 | This would then imply that every scene object could have any collision type. To limit this, you can always |
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62 | override this->isCollisionTypeLegal(CollisionType). Return false if the collision type is not supported |
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63 | for a specific object. |
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64 | There is also support for attaching WorldEntities with physics to each other. Currently, the collision shape |
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65 | of both objects simply get merged into one larger shape (for static collision type). |
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66 | The phyiscal body that is internally stored and administrated has the following supported properties: |
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67 | - Restitution, angular factor, linear damping, angular damping, fricition, mass and collision shape. |
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68 | You can get more information at the corresponding set function. |
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69 | |
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70 | Collision shapes: These are controlled by the internal WorldEntityCollisionShape. @see WorldEntityCollisionShape. |
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71 | */ |
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72 | class _OrxonoxExport WorldEntity : public BaseObject, public Synchronisable, public btMotionState |
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73 | { |
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74 | friend class Scene; |
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75 | |
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76 | public: |
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77 | // Define our own transform space enum to avoid Ogre includes here |
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78 | /** |
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79 | @brief |
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80 | Enumeration denoting the spaces which a transform can be relative to. |
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81 | */ |
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82 | enum TransformSpace |
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83 | { |
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84 | //! Transform is relative to the local space |
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85 | Local, |
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86 | //! Transform is relative to the space of the parent node |
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87 | Parent, |
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88 | //! Transform is relative to world space |
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89 | World |
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90 | }; |
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91 | |
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92 | public: |
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93 | WorldEntity(BaseObject* creator); |
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94 | virtual ~WorldEntity(); |
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95 | |
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96 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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97 | void registerVariables(); |
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98 | |
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99 | inline const Ogre::SceneNode* getNode() const |
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100 | { return this->node_; } |
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101 | |
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102 | static const Vector3 FRONT; |
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103 | static const Vector3 BACK; |
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104 | static const Vector3 LEFT; |
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105 | static const Vector3 RIGHT; |
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106 | static const Vector3 DOWN; |
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107 | static const Vector3 UP; |
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108 | |
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109 | virtual void setPosition(const Vector3& position) = 0; |
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110 | inline void setPosition(float x, float y, float z) |
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111 | { this->setPosition(Vector3(x, y, z)); } |
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112 | const Vector3& getPosition() const; |
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113 | const Vector3& getWorldPosition() const; |
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114 | |
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115 | void translate(const Vector3& distance, TransformSpace relativeTo = WorldEntity::Parent); |
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116 | inline void translate(float x, float y, float z, TransformSpace relativeTo = WorldEntity::Parent) |
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117 | { this->translate(Vector3(x, y, z), relativeTo); } |
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118 | |
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119 | virtual inline const Vector3& getVelocity() const |
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120 | { return Vector3::ZERO; } |
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121 | |
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122 | virtual void setOrientation(const Quaternion& orientation) = 0; |
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123 | inline void setOrientation(float w, float x, float y, float z) |
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124 | { this->setOrientation(Quaternion(w, x, y, z)); } |
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125 | inline void setOrientation(const Vector3& axis, const Radian& angle) |
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126 | { this->setOrientation(Quaternion(angle, axis)); } |
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127 | inline void setOrientation(const Vector3& axis, const Degree& angle) |
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128 | { this->setOrientation(Quaternion(angle, axis)); } |
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129 | const Quaternion& getOrientation() const; |
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130 | const Quaternion& getWorldOrientation() const; |
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131 | |
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132 | void rotate(const Quaternion& rotation, TransformSpace relativeTo = WorldEntity::Local); |
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133 | inline void rotate(const Vector3& axis, const Degree& angle, TransformSpace relativeTo = WorldEntity::Local) |
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134 | { this->rotate(Quaternion(angle, axis), relativeTo); } |
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135 | |
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136 | inline void yaw(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local) |
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137 | { this->rotate(Quaternion(angle, Vector3::UNIT_Y), relativeTo); } |
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138 | inline void pitch(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local) |
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139 | { this->rotate(Quaternion(angle, Vector3::UNIT_X), relativeTo); } |
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140 | inline void roll(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local) |
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141 | { this->rotate(Quaternion(angle, Vector3::UNIT_Z), relativeTo); } |
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142 | |
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143 | void lookAt(const Vector3& target, TransformSpace relativeTo = WorldEntity::Parent, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); |
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144 | void setDirection(const Vector3& direction, TransformSpace relativeTo = WorldEntity::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); |
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145 | inline void setDirection(float x, float y, float z, TransformSpace relativeTo = WorldEntity::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z) |
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146 | { this->setDirection(Vector3(x, y, z), relativeTo, localDirectionVector); } |
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147 | |
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148 | virtual void setScale3D(const Vector3& scale); |
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149 | inline void setScale3D(float x, float y, float z) |
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150 | { this->setScale3D(Vector3(x, y, z)); } |
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151 | const Vector3& getScale3D(void) const; |
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152 | const Vector3& getWorldScale3D() const; |
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153 | |
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154 | inline void setScale(float scale) |
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155 | { this->setScale3D(scale, scale, scale); } |
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156 | inline float getScale() const |
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157 | { Vector3 scale = this->getScale3D(); return (scale.x == scale.y && scale.x == scale.z) ? scale.x : 1; } |
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158 | float getWorldScale() const; |
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159 | |
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160 | inline void scale3D(const Vector3& scale) |
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161 | { this->setScale3D(this->getScale3D() * scale); } |
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162 | inline void scale3D(float x, float y, float z) |
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163 | { this->scale3D(Vector3(x, y, z)); } |
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164 | inline void scale(float scale) |
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165 | { this->scale3D(scale, scale, scale); } |
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166 | |
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167 | virtual void changedScale() {} |
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168 | |
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169 | void attach(WorldEntity* object); |
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170 | void detach(WorldEntity* object); |
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171 | WorldEntity* getAttachedObject(unsigned int index); |
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172 | inline const std::set<WorldEntity*>& getAttachedObjects() const |
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173 | { return this->children_; } |
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174 | |
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175 | void attachOgreObject(Ogre::MovableObject* object); |
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176 | void detachOgreObject(Ogre::MovableObject* object); |
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177 | Ogre::MovableObject* detachOgreObject(const Ogre::String& name); |
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178 | |
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179 | inline void attachToParent(WorldEntity* parent) |
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180 | { parent->attach(this); } |
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181 | inline void detachFromParent() |
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182 | { if (this->parent_) { this->parent_->detach(this); } } |
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183 | inline WorldEntity* getParent() const |
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184 | { return this->parent_; } |
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185 | |
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186 | void attachNode(Ogre::SceneNode* node); |
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187 | void detachNode(Ogre::SceneNode* node); |
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188 | void attachToNode(Ogre::SceneNode* node); |
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189 | void detachFromNode(Ogre::SceneNode* node); |
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190 | |
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191 | inline void setDeleteWithParent(bool value) |
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192 | { this->bDeleteWithParent_ = value; } |
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193 | inline bool getDeleteWithParent() const |
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194 | { return this->bDeleteWithParent_; } |
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195 | |
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196 | void notifyChildPropsChanged(); |
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197 | |
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198 | protected: |
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199 | virtual void parentChanged() {} |
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200 | |
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201 | Ogre::SceneNode* node_; |
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202 | |
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203 | private: |
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204 | inline void lookAt_xmlport(const Vector3& target) |
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205 | { this->lookAt(target); } |
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206 | inline void setDirection_xmlport(const Vector3& direction) |
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207 | { this->setDirection(direction); } |
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208 | inline void yaw_xmlport(const Degree& angle) |
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209 | { this->yaw(angle); } |
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210 | inline void pitch_xmlport(const Degree& angle) |
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211 | { this->pitch(angle); } |
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212 | inline void roll_xmlport(const Degree& angle) |
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213 | { this->roll(angle); } |
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214 | |
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215 | // network callbacks |
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216 | void networkcallback_parentChanged(); |
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217 | inline void scaleChanged() |
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218 | { this->setScale3D(this->getScale3D()); } |
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219 | |
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220 | WorldEntity* parent_; |
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221 | unsigned int parentID_; |
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222 | std::set<WorldEntity*> children_; |
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223 | bool bDeleteWithParent_; |
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224 | |
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225 | |
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226 | ///////////// |
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227 | // Physics // |
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228 | ///////////// |
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229 | |
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230 | public: |
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231 | /** |
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232 | @brief |
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233 | Denotes the possible types of physical objects in a Scene. |
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234 | |
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235 | Dynamic: The object is influenced by its physical environment, like for instance little ball. |
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236 | Kinematic: The object can only influence other dynamic objects. It's movement is coordinated by your own saying. |
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237 | Static: Like kinematic but the object is not allowed to move during the simulation. |
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238 | None: The object has no physics at all. |
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239 | */ |
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240 | enum CollisionType |
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241 | { |
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242 | Dynamic, |
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243 | Kinematic, |
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244 | Static, |
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245 | None |
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246 | }; |
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247 | |
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248 | //! Tells whether the object has any connection to the Bullet physics engine. If hasPhysics() is false, the object may still have a velocity. |
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249 | bool hasPhysics() const { return getCollisionType() != None ; } |
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250 | //! @see CollisionType |
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251 | bool isStatic() const { return getCollisionType() == Static ; } |
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252 | //! @see CollisionType |
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253 | bool isKinematic() const { return getCollisionType() == Kinematic; } |
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254 | //! @see CollisionType |
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255 | bool isDynamic() const { return getCollisionType() == Dynamic ; } |
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256 | //! Tells whether physics has been activated (you can temporarily deactivate it) |
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257 | bool isPhysicsActive() const { return this->bPhysicsActive_; } |
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258 | bool addedToPhysicalWorld() const; |
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259 | |
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260 | void activatePhysics(); |
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261 | void deactivatePhysics(); |
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262 | |
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263 | //! Returns the CollisionType. @see CollisionType. |
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264 | inline CollisionType getCollisionType() const |
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265 | { return this->collisionType_; } |
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266 | void setCollisionType(CollisionType type); |
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267 | |
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268 | void setCollisionTypeStr(const std::string& type); |
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269 | std::string getCollisionTypeStr() const; |
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270 | |
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271 | //! Sets the mass of this object. Note that the total mass may be influenced by attached objects! |
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272 | inline void setMass(float mass) |
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273 | { this->mass_ = mass; recalculateMassProps(); } |
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274 | //! Returns the mass of this object without its children. |
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275 | inline float getMass() const |
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276 | { return this->mass_; } |
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277 | |
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278 | //! Returns the total mass of this object with all its attached children. |
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279 | inline float getTotalMass() const |
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280 | { return this->mass_ + this->childrenMass_; } |
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281 | |
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282 | /** |
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283 | @brief |
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284 | Returns the diagonal elements of the inertia tensor when calculated in local coordinates. |
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285 | @Note |
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286 | The local inertia tensor cannot be set, but is calculated by Bullet according to the collisionShape. |
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287 | With compound collision shapes, an approximation is used. |
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288 | */ |
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289 | inline const btVector3& getLocalInertia() const |
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290 | { return this->localInertia_; } |
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291 | |
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292 | /** |
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293 | @brief |
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294 | Sets how much reaction is applied in a collision. |
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295 | |
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296 | Consider two equal spheres colliding with equal velocities: |
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297 | Restitution 1 means that both spheres simply reverse their velocity (no loss of energy) |
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298 | Restitution 0 means that both spheres will immediately stop moving |
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299 | (maximum loss of energy without violating of the preservation of momentum) |
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300 | */ |
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301 | inline void setRestitution(float restitution) |
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302 | { this->restitution_ = restitution; internalSetPhysicsProps(); } |
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303 | //! Returns the restitution parameter. @see setRestitution. |
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304 | inline float getRestitution() const |
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305 | { return this->restitution_; } |
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306 | |
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307 | /** |
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308 | @brief |
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309 | Sets an artificial parameter that tells how much torque is applied when you apply a non-central force. |
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310 | |
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311 | Normally the angular factor is 1, which means it's physically 'correct'. Howerver if you have a player |
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312 | character that should not rotate when hit sideways, you can set the angular factor to 0. |
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313 | */ |
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314 | inline void setAngularFactor(float angularFactor) |
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315 | { this->angularFactor_ = angularFactor; internalSetPhysicsProps(); } |
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316 | //! Returns the angular factor. @see setAngularFactor. |
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317 | inline float getAngularFactor() const |
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318 | { return this->angularFactor_; } |
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319 | |
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320 | //! Applies a mass independent damping. Velocities will simply diminish exponentially. |
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321 | inline void setLinearDamping(float linearDamping) |
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322 | { this->linearDamping_ = linearDamping; internalSetPhysicsProps(); } |
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323 | //! Returns the linear damping. @see setLinearDamping. |
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324 | inline float getLinearDamping() const |
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325 | { return this->linearDamping_; } |
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326 | |
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327 | //! Applies a tensor independent rotation damping. Angular velocities will simply diminish exponentially. |
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328 | inline void setAngularDamping(float angularDamping) |
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329 | { this->angularDamping_ = angularDamping; internalSetPhysicsProps(); } |
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330 | //! Returns the angular damping. @see setAngularDamping. |
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331 | inline float getAngularDamping() const |
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332 | { return this->angularDamping_; } |
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333 | |
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334 | //! Applies friction to the object. Friction occurs when two objects collide. |
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335 | inline void setFriction(float friction) |
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336 | { this->friction_ = friction; internalSetPhysicsProps(); } |
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337 | //! Returns the amount of friction applied to the object. |
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338 | inline float getFriction() const |
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339 | { return this->friction_; } |
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340 | |
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341 | void attachCollisionShape(CollisionShape* shape); |
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342 | void detachCollisionShape(CollisionShape* shape); |
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343 | CollisionShape* getAttachedCollisionShape(unsigned int index); |
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344 | |
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345 | void notifyCollisionShapeChanged(); |
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346 | void notifyChildMassChanged(); |
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347 | |
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348 | /** |
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349 | @brief |
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350 | Virtual function that gets called when this object collides with another. |
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351 | @param otherObject |
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352 | The object this one has collided into. |
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353 | @pram contactPoint |
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354 | Contact point provided by Bullet. Holds more information and can me modified. See return value. |
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355 | @Return |
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356 | Returning false means that no modification to the contactPoint has been made. Return true otherwise! |
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357 | @Note |
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358 | Condition is that enableCollisionCallback() was called. |
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359 | */ |
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360 | virtual inline bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) |
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361 | { return false; } /* With false, Bullet assumes no modification to the collision objects. */ |
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362 | |
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363 | //! Enables the collidesAgainst(.) function. The object doesn't respond to collision otherwise! |
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364 | inline void enableCollisionCallback() |
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365 | { this->bCollisionCallbackActive_ = true; this->collisionCallbackActivityChanged(); } |
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366 | //! Disables the collidesAgainst(.) function. @see enableCollisionCallback() |
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367 | inline void disableCollisionCallback() |
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368 | { this->bCollisionCallbackActive_ = false; this->collisionCallbackActivityChanged(); } |
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369 | //! Tells whether there could be a collision callback via collidesAgainst(.) |
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370 | inline bool isCollisionCallbackActive() const |
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371 | { return this->bCollisionCallbackActive_; } |
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372 | |
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373 | //! Enables or disables collision response (default is of course on) |
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374 | inline void setCollisionResponse(bool value) |
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375 | { this->bCollisionResponseActive_ = value; this->collisionResponseActivityChanged(); } |
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376 | //! Tells whether there could be a collision response |
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377 | inline bool hasCollisionResponse() |
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378 | { return this->bCollisionResponseActive_; } |
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379 | |
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380 | protected: |
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381 | /** |
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382 | @brief |
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383 | Function checks whether the requested collision type is legal to this object. |
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384 | |
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385 | You can override this function in a derived class to constrain the collision to e.g. None or Dynamic. |
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386 | A projectile may not prove very useful if there is no physical body. Simply set the CollisionType |
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387 | in its constructor and override this method. But be careful that a derived classe's virtual functions |
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388 | don't yet exist in the constructor if a base class. |
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389 | */ |
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390 | virtual bool isCollisionTypeLegal(CollisionType type) const = 0; |
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391 | |
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392 | btRigidBody* physicalBody_; //!< Bullet rigid body. Everything physical is applied to this instance. |
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393 | |
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394 | private: |
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395 | void recalculateMassProps(); |
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396 | void internalSetPhysicsProps(); |
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397 | |
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398 | bool notifyBeingAttached(WorldEntity* newParent); |
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399 | void notifyDetached(); |
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400 | |
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401 | // network callbacks |
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402 | void collisionTypeChanged(); |
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403 | void physicsActivityChanged(); |
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404 | void collisionCallbackActivityChanged(); |
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405 | void collisionResponseActivityChanged(); |
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406 | //! Network callback workaround to call a function when the value changes. |
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407 | inline void massChanged() |
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408 | { this->setMass(this->mass_); } |
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409 | //! Network callback workaround to call a function when the value changes. |
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410 | inline void restitutionChanged() |
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411 | { this->setRestitution(this->restitution_); } |
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412 | //! Network callback workaround to call a function when the value changes. |
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413 | inline void angularFactorChanged() |
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414 | { this->setAngularFactor(this->angularFactor_); } |
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415 | //! Network callback workaround to call a function when the value changes. |
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416 | inline void linearDampingChanged() |
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417 | { this->setLinearDamping(this->linearDamping_); } |
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418 | //! Network callback workaround to call a function when the value changes. |
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419 | inline void angularDampingChanged() |
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420 | { this->setAngularDamping(this->angularDamping_); } |
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421 | //! Network callback workaround to call a function when the value changes. |
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422 | inline void frictionChanged() |
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423 | { this->setFriction(this->friction_); } |
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424 | |
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425 | CollisionType collisionType_; //!< @see setCollisionType |
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426 | CollisionType collisionTypeSynchronised_; //!< Network synchronised variable for collisionType_ |
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427 | bool bPhysicsActive_; //!< @see isPhysicsActive |
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428 | bool bPhysicsActiveSynchronised_; //!< Network synchronised variable for bPhysicsActive_ |
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429 | //! When attaching objects hierarchically this variable tells this object (as child) whether physics was activated before attaching (because the deactivate physics while being attached). |
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430 | bool bPhysicsActiveBeforeAttaching_; |
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431 | WorldEntityCollisionShape* collisionShape_; //!< Attached collision shapes go here |
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432 | btScalar mass_; //!< @see setMass |
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433 | btVector3 localInertia_; //!< @see getLocalInertia |
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434 | btScalar restitution_; //!< @see setRestitution |
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435 | btScalar angularFactor_; //!< @see setAngularFactor |
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436 | btScalar linearDamping_; //!< @see setLinearDamping |
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437 | btScalar angularDamping_; //!< @see setAngularDamping |
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438 | btScalar friction_; //!< @see setFriction |
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439 | btScalar childrenMass_; //!< Sum of all the children's masses |
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440 | bool bCollisionCallbackActive_; //!< @see enableCollisionCallback |
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441 | bool bCollisionResponseActive_; //!< Tells whether the object should respond to collisions |
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442 | }; |
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443 | |
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444 | // Inline heavily used functions for release builds. In debug, we better avoid including OgreSceneNode here. |
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445 | #ifdef NDEBUG |
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446 | inline const Vector3& WorldEntity::getPosition() const |
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447 | { return this->node_->getPosition(); } |
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448 | inline const Quaternion& WorldEntity::getOrientation() const |
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449 | { return this->node_->getOrientation(); } |
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450 | inline const Vector3& WorldEntity::getScale3D(void) const |
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451 | { return this->node_->getScale(); } |
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452 | #endif |
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453 | |
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454 | SUPER_FUNCTION(5, WorldEntity, changedScale, false); |
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455 | } |
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456 | |
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457 | #endif /* _WorldEntity_H__ */ |
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