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source: code/branches/physics/src/orxonox/objects/worldentities/StaticEntity.cc @ 2426

Last change on this file since 2426 was 2426, checked in by rgrieder, 16 years ago
  • Handled translate, rotate, yaw, pitch, roll, lookAt and setDirection internally in WE. That only leaves setPosition and setOrientation to be pure virtual.
  • Removed loads of redundant and now obsolete code in MobileEntity and StaticEntity
  • Removed OgreSceneNode.h from WorldEntity in debug builds. getPosition, getOrientation and getScale3D are only inline in release mode. That should speed up dev builds a lot (the include is about 8300 line without Vector3, Quaternion, etc.)

Important:

  • Fixed a bug or introduced one: the lookAt(…) function in WE had default TransformSpace "TS_LOCAL", but that makes no sense the way I see it. Consider a SpaceShip and you would like it to face an asteroid. Then TS_LOCAL would yield weird results. The XMLPort attribute "lookAt" used the default value. That's where the bug might have been fixed or (I don't believe so) introduced.
  • Property svn:eol-style set to native
  • Property svn:mergeinfo set to (toggle deleted branches)
    /code/branches/ceguilua/src/orxonox/objects/worldentities/PositionableEntity.cc1802-1808
    /code/branches/core3/src/orxonox/objects/worldentities/PositionableEntity.cc1572-1739
    /code/branches/gcc43/src/orxonox/objects/worldentities/PositionableEntity.cc1580
    /code/branches/gui/src/orxonox/objects/worldentities/PositionableEntity.cc1635-1723
    /code/branches/input/src/orxonox/objects/worldentities/PositionableEntity.cc1629-1636
    /code/branches/objecthierarchy/src/orxonox/objects/worldentities/PositionableEntity.cc1911-2085,​2100
    /code/branches/physics/src/orxonox/objects/worldentities/PositionableEntity.cc1912-2055
    /code/branches/pickups/src/orxonox/objects/worldentities/PositionableEntity.cc1926-2086
    /code/branches/questsystem/src/orxonox/objects/worldentities/PositionableEntity.cc1894-2088
    /code/branches/script_trigger/src/orxonox/objects/worldentities/PositionableEntity.cc1295-1953,​1955
    /code/branches/weapon/src/orxonox/objects/worldentities/PositionableEntity.cc1925-2094
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 *      Fabian 'x3n' Landau
24 *      Reto Grieder (physics)
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "OrxonoxStableHeaders.h"
31#include "StaticEntity.h"
32
33#include <OgreSceneNode.h>
34#include "BulletDynamics/Dynamics/btRigidBody.h"
35
36#include "util/Exception.h"
37#include "core/CoreIncludes.h"
38
39namespace orxonox
40{
41    CreateFactory(StaticEntity);
42
43    StaticEntity::StaticEntity(BaseObject* creator) : WorldEntity(creator)
44    {
45        RegisterObject(StaticEntity);
46
47        this->registerVariables();
48    }
49
50    StaticEntity::~StaticEntity()
51    {
52    }
53
54    void StaticEntity::registerVariables()
55    {
56        REGISTERDATA(this->getPosition(),    network::direction::toclient, new network::NetworkCallback<StaticEntity>(this, &StaticEntity::positionChanged));
57        REGISTERDATA(this->getOrientation(), network::direction::toclient, new network::NetworkCallback<StaticEntity>(this, &StaticEntity::orientationChanged));
58    }
59
60
61    void StaticEntity::setPosition(const Vector3& position)
62    {
63        if (this->addedToPhysicalWorld())
64            ThrowException(PhysicsViolation, "Cannot change position or orientation of a StaticEntity with physics at run time.");
65        if (this->isStatic())
66        {
67            btTransform transf = this->physicalBody_->getWorldTransform();
68            transf.setOrigin(btVector3(position.x, position.y, position.z));
69            this->physicalBody_->setWorldTransform(transf);
70        }
71
72        this->node_->setPosition(position);
73    }
74
75    void StaticEntity::setOrientation(const Quaternion& orientation)
76    {
77        if (this->addedToPhysicalWorld())
78            ThrowException(PhysicsViolation, "Cannot change position or orientation of a StaticEntity with physics at run time.");
79        if (this->isStatic())
80        {
81            btTransform transf = this->physicalBody_->getWorldTransform();
82            transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w));
83            this->physicalBody_->setWorldTransform(transf);
84        }
85
86        this->node_->setOrientation(orientation);
87    }
88
89    bool StaticEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const
90    {
91        if (type == WorldEntity::Kinematic || type == WorldEntity::Dynamic)
92        {
93            ThrowException(PhysicsViolation, "Cannot tell a StaticEntity to have kinematic or dynamic collision type");
94            return false;
95        }
96        else
97            return true;
98    }
99
100    void StaticEntity::setWorldTransform(const btTransform& worldTrans)
101    {
102        OrxAssert(false, "Setting world transform of a StaticEntity, which is CF_STATIC!");
103        //COUT(0) << "Setting world transform of a StaticEntity, which is static!" << std::endl;
104    }
105
106    void StaticEntity::getWorldTransform(btTransform& worldTrans) const
107    {
108        worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z));
109        worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w));
110    }
111}
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