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source: code/branches/physics/src/orxonox/objects/worldentities/MovableEntity.cc @ 2274

Last change on this file since 2274 was 2201, checked in by martisty, 16 years ago

loading objects and creating shapes…

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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 *   Co-authors:
25 *      Martin Stypinski
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "MovableEntity.h"
31
32#include "objects/Scene.h"
33
34#include "core/CoreIncludes.h"
35#include "core/XMLPort.h"
36
37namespace orxonox
38{
39    MovableEntity::MovableEntity(BaseObject* creator) : WorldEntity(creator)
40    {
41        RegisterObject(MovableEntity);
42
43        this->registerVariables();
44    }
45
46    MovableEntity::~MovableEntity()
47    {
48    }
49
50    void MovableEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
51    {
52        SUPER(MovableEntity, XMLPort, xmlelement, mode);
53    }
54
55    void MovableEntity::registerVariables()
56    {
57    }
58
59    void MovableEntity::setPosition(const Vector3& position){
60        // Here the code
61        if(isDynamic() && bAddedToPhysicalWorld_){
62            this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_);
63            this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_);
64        }
65        this->node_->setPosition(position);
66        positionChanged();
67    }
68
69    void MovableEntity::translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo){
70        if(isDynamic() && bAddedToPhysicalWorld_){
71            this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_);
72            this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_);
73        }
74        this->node_->translate(distance, relativeTo); 
75        translateChanged();
76    }
77
78    void MovableEntity::setOrientation(const Quaternion& orientation){
79        if(isDynamic() && bAddedToPhysicalWorld_){
80            this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_);
81            this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_);
82        }
83        this->node_->setOrientation(orientation);
84        orientationChanged();
85    }
86
87    void MovableEntity::rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo){
88        if(isDynamic() && bAddedToPhysicalWorld_){
89            this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_);
90            this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_);
91        }
92        this->node_->rotate(rotation, relativeTo);
93        rotateChanged();
94    }
95
96    void MovableEntity::yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo){
97        if(isDynamic() && bAddedToPhysicalWorld_){
98            this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_);
99            this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_);
100        }
101        this->node_->yaw(angle, relativeTo);
102        yawChanged();
103    }
104
105    void MovableEntity::pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo){
106        if(isDynamic() && bAddedToPhysicalWorld_){
107            this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_);
108            this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_);
109        }
110        this->node_->pitch(angle, relativeTo);
111        pitchChanged();
112    }
113
114    void MovableEntity::roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo){
115        if(isDynamic() && bAddedToPhysicalWorld_){
116            this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_);
117            this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_);
118        }
119        this->node_->roll(angle, relativeTo);
120        rollChanged();
121    }
122
123    void MovableEntity::lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo, const Vector3& localDirectionVector){
124        if(isDynamic() && bAddedToPhysicalWorld_){
125            this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_);
126            this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_);
127        }
128        this->node_->lookAt(target, relativeTo, localDirectionVector); 
129        lookAtChanged();
130    }
131
132    void MovableEntity::setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo, const Vector3& localDirectionVector){
133        if(isDynamic() && bAddedToPhysicalWorld_){
134            this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_);
135            this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_);
136        }
137        this->node_->setDirection(direction, relativeTo, localDirectionVector); 
138        directionChanged();
139    }
140
141}
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