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source: code/branches/physics/src/orxonox/objects/worldentities/StaticEntity.h @ 2303

Last change on this file since 2303 was 2300, checked in by rgrieder, 16 years ago

Still getting physics and its implications straight:

  • Removed PositionableEntity —> StaticEntity is now the way to go. They cannot be translated in any way during physics simulation. The trick will be to remove them and add them again to Bullet. This however is not yet implemented.
  • Forgot a few consts in WorldEntity
  • Fixed a bug with infinite masses
  • WE throws exception if you try to apply physics when the SceneNode is not in the root space of the Scene.
  • Moved velocity_ to MovableEntity
  • Outside world reference of WE/ME are now always the non-physical values. getPosition() will always return node_→getPosition() and when setting it, both RigidBody and SceneNode are translated. This accounts for velocity, orientation and position.
  • Property svn:eol-style set to native
  • Property svn:mergeinfo set to (toggle deleted branches)
    /code/branches/ceguilua/src/orxonox/objects/worldentities/PositionableEntity.h1802-1808
    /code/branches/core3/src/orxonox/objects/worldentities/PositionableEntity.h1572-1739
    /code/branches/gcc43/src/orxonox/objects/worldentities/PositionableEntity.h1580
    /code/branches/gui/src/orxonox/objects/worldentities/PositionableEntity.h1635-1723
    /code/branches/input/src/orxonox/objects/worldentities/PositionableEntity.h1629-1636
    /code/branches/objecthierarchy/src/orxonox/objects/worldentities/PositionableEntity.h1911-2085,​2100
    /code/branches/physics/src/orxonox/objects/worldentities/PositionableEntity.h1912-2055
    /code/branches/pickups/src/orxonox/objects/worldentities/PositionableEntity.h1926-2086
    /code/branches/questsystem/src/orxonox/objects/worldentities/PositionableEntity.h1894-2088
    /code/branches/script_trigger/src/orxonox/objects/worldentities/PositionableEntity.h1295-1953,​1955
    /code/branches/weapon/src/orxonox/objects/worldentities/PositionableEntity.h1925-2094
File size: 3.5 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 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _StaticEntity_H__
30#define _StaticEntity_H__
31
32#include "OrxonoxPrereqs.h"
33#include "WorldEntity.h"
34
35namespace orxonox
36{
37    class _OrxonoxExport StaticEntity : public WorldEntity
38    {
39        public:
40            StaticEntity(BaseObject* creator);
41            virtual ~StaticEntity();
42
43            void registerVariables();
44
45            using WorldEntity::setPosition;
46            using WorldEntity::translate;
47            using WorldEntity::setOrientation;
48            using WorldEntity::rotate;
49            using WorldEntity::yaw;
50            using WorldEntity::pitch;
51            using WorldEntity::roll;
52            using WorldEntity::lookAt;
53            using WorldEntity::setDirection;
54
55            inline void setPosition(const Vector3& position)
56                { this->node_->setPosition(position); }
57            inline void translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
58                { this->node_->translate(distance, relativeTo); }
59            inline void setOrientation(const Quaternion& orientation)
60                { this->node_->setOrientation(orientation); }
61            inline void rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
62                { this->node_->rotate(rotation, relativeTo); }
63            inline void yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
64                { this->node_->yaw(angle, relativeTo); }
65            inline void pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
66                { this->node_->pitch(angle, relativeTo); }
67            inline void roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
68                { this->node_->roll(angle, relativeTo); }
69            inline void lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
70                { this->node_->lookAt(target, relativeTo, localDirectionVector); }
71            inline void setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
72                { this->node_->setDirection(direction, relativeTo, localDirectionVector); }
73
74        private:
75
76            bool isCollisionTypeLegal(CollisionType type) const;
77
78            // Bullet btMotionState related
79            void setWorldTransform(const btTransform& worldTrans);
80            void getWorldTransform(btTransform& worldTrans) const;
81    };
82}
83
84#endif /* _StaticEntity_H__ */
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