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 | #include "OrxonoxStableHeaders.h" |
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31 | #include "WorldEntity.h" |
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32 | |
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33 | #include <cassert> |
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34 | #include <OgreSceneNode.h> |
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35 | #include <OgreSceneManager.h> |
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36 | #include "BulletDynamics/Dynamics/btRigidBody.h" |
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37 | |
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38 | #include "util/Exception.h" |
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39 | #include "util/Convert.h" |
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40 | #include "core/CoreIncludes.h" |
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41 | #include "core/XMLPort.h" |
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42 | |
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43 | #include "objects/Scene.h" |
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44 | #include "objects/collisionshapes/CompoundCollisionShape.h" |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | const Vector3 WorldEntity::FRONT = Vector3::NEGATIVE_UNIT_Z; |
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49 | const Vector3 WorldEntity::BACK = Vector3::UNIT_Z; |
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50 | const Vector3 WorldEntity::LEFT = Vector3::NEGATIVE_UNIT_X; |
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51 | const Vector3 WorldEntity::RIGHT = Vector3::UNIT_X; |
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52 | const Vector3 WorldEntity::DOWN = Vector3::NEGATIVE_UNIT_Y; |
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53 | const Vector3 WorldEntity::UP = Vector3::UNIT_Y; |
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54 | |
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55 | WorldEntity::WorldEntity(BaseObject* creator) : BaseObject(creator), network::Synchronisable(creator) |
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56 | { |
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57 | RegisterObject(WorldEntity); |
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58 | |
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59 | assert(this->getScene()); |
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60 | assert(this->getScene()->getRootSceneNode()); |
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61 | |
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62 | this->node_ = this->getScene()->getRootSceneNode()->createChildSceneNode(); |
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63 | |
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64 | this->parent_ = 0; |
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65 | this->parentID_ = (unsigned int)-1; |
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66 | |
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67 | this->node_->setPosition(Vector3::ZERO); |
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68 | this->node_->setOrientation(Quaternion::IDENTITY); |
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69 | |
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70 | // Default behaviour does not include physics |
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71 | this->physicalBody_ = 0; |
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72 | this->bPhysicsActive_ = false; |
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73 | this->collisionShape_ = new CompoundCollisionShape(this); |
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74 | this->collisionType_ = None; |
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75 | this->collisionTypeSynchronised_ = None; |
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76 | this->mass_ = 0; |
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77 | this->childrenMass_ = 0; |
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78 | // Use bullet default values |
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79 | this->restitution_ = 0; |
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80 | this->angularFactor_ = 1; |
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81 | this->linearDamping_ = 0; |
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82 | this->angularDamping_ = 0; |
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83 | this->friction_ = 0.5; |
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84 | |
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85 | this->registerVariables(); |
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86 | } |
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87 | |
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88 | WorldEntity::~WorldEntity() |
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89 | { |
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90 | if (this->isInitialized()) |
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91 | { |
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92 | this->node_->detachAllObjects(); |
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93 | if (this->getScene()->getSceneManager()) |
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94 | this->getScene()->getSceneManager()->destroySceneNode(this->node_->getName()); |
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95 | |
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96 | // TODO: Detach from parent and detach all children. |
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97 | |
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98 | if (this->physicalBody_) |
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99 | { |
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100 | this->deactivatePhysics(); |
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101 | delete this->physicalBody_; |
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102 | } |
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103 | delete this->collisionShape_; |
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104 | } |
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105 | } |
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106 | |
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107 | void WorldEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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108 | { |
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109 | SUPER(WorldEntity, XMLPort, xmlelement, mode); |
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110 | |
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111 | XMLPortParamTemplate(WorldEntity, "position", setPosition, getPosition, xmlelement, mode, const Vector3&); |
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112 | XMLPortParamTemplate(WorldEntity, "orientation", setOrientation, getOrientation, xmlelement, mode, const Quaternion&); |
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113 | XMLPortParamTemplate(WorldEntity, "scale3D", setScale3D, getScale3D, xmlelement, mode, const Vector3&); |
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114 | XMLPortParam (WorldEntity, "scale", setScale, getScale, xmlelement, mode); |
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115 | XMLPortParamLoadOnly(WorldEntity, "lookat", lookAt_xmlport, xmlelement, mode); |
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116 | XMLPortParamLoadOnly(WorldEntity, "direction", setDirection_xmlport, xmlelement, mode); |
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117 | XMLPortParamLoadOnly(WorldEntity, "yaw", yaw_xmlport, xmlelement, mode); |
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118 | XMLPortParamLoadOnly(WorldEntity, "pitch", pitch_xmlport, xmlelement, mode); |
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119 | XMLPortParamLoadOnly(WorldEntity, "roll", roll_xmlport, xmlelement, mode); |
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120 | |
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121 | // Physics |
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122 | XMLPortParam(WorldEntity, "collisionType", setCollisionTypeStr, getCollisionTypeStr, xmlelement, mode); |
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123 | XMLPortParam(WorldEntity, "mass", setMass, getMass, xmlelement, mode); |
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124 | XMLPortParam(WorldEntity, "restitution", setRestitution, getRestitution, xmlelement, mode); |
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125 | XMLPortParam(WorldEntity, "angularFactor", setAngularFactor, getAngularFactor, xmlelement, mode); |
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126 | XMLPortParam(WorldEntity, "linearDamping", setLinearDamping, getLinearDamping, xmlelement, mode); |
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127 | XMLPortParam(WorldEntity, "angularDamping", setAngularDamping, getAngularDamping, xmlelement, mode); |
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128 | XMLPortParam(WorldEntity, "friction", setFriction, getFriction, xmlelement, mode); |
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129 | |
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130 | // Other attached WorldEntities |
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131 | XMLPortObject(WorldEntity, WorldEntity, "attached", attach, getAttachedObject, xmlelement, mode); |
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132 | // Attached collision shapes |
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133 | XMLPortObject(WorldEntity, CollisionShape, "collisionShapes", attachCollisionShape, getAttachedCollisionShape, xmlelement, mode); |
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134 | } |
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135 | |
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136 | void WorldEntity::registerVariables() |
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137 | { |
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138 | REGISTERDATA(this->bActive_, network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::changedActivity)); |
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139 | REGISTERDATA(this->bVisible_, network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::changedVisibility)); |
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140 | |
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141 | REGISTERDATA(this->getScale3D(), network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::scaleChanged)); |
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142 | |
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143 | REGISTERDATA((int&)this->collisionTypeSynchronised_, |
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144 | network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::collisionTypeChanged)); |
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145 | REGISTERDATA(this->mass_, network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::massChanged)); |
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146 | REGISTERDATA(this->restitution_, network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::restitutionChanged)); |
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147 | REGISTERDATA(this->angularFactor_, network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::angularFactorChanged)); |
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148 | REGISTERDATA(this->linearDamping_, network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::linearDampingChanged)); |
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149 | REGISTERDATA(this->angularDamping_, network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::angularDampingChanged)); |
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150 | REGISTERDATA(this->friction_, network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::frictionChanged)); |
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151 | REGISTERDATA(this->bPhysicsActiveSynchronised_, |
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152 | network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::physicsActivityChanged)); |
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153 | |
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154 | REGISTERDATA(this->parentID_, network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::parentChanged)); |
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155 | } |
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156 | |
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157 | void WorldEntity::parentChanged() |
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158 | { |
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159 | WorldEntity* parent = dynamic_cast<WorldEntity*>(Synchronisable::getSynchronisable(this->parentID_)); |
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160 | if (parent) |
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161 | this->attachToParent(parent); |
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162 | } |
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163 | |
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164 | void WorldEntity::collisionTypeChanged() |
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165 | { |
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166 | if (this->collisionTypeSynchronised_ != Dynamic && |
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167 | this->collisionTypeSynchronised_ != Kinematic && |
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168 | this->collisionTypeSynchronised_ != Static && |
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169 | this->collisionTypeSynchronised_ != None) |
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170 | { |
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171 | CCOUT(1) << "Error when collsion Type was received over network. Unknown enum value:" << this->collisionTypeSynchronised_ << std::endl; |
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172 | } |
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173 | else if (this->collisionTypeSynchronised_ != collisionType_) |
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174 | { |
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175 | if (this->parent_) |
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176 | CCOUT(2) << "Warning: Network connection tried to set the collision type of an attached WE. Ignoring." << std::endl; |
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177 | else |
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178 | this->setCollisionType(this->collisionTypeSynchronised_); |
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179 | } |
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180 | } |
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181 | |
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182 | void WorldEntity::physicsActivityChanged() |
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183 | { |
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184 | if (this->bPhysicsActiveSynchronised_) |
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185 | this->activatePhysics(); |
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186 | else |
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187 | this->deactivatePhysics(); |
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188 | } |
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189 | |
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190 | void WorldEntity::attach(WorldEntity* object) |
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191 | { |
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192 | // check first whether attaching is even allowed |
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193 | if (object->hasPhysics()) |
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194 | { |
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195 | if (!this->hasPhysics()) |
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196 | { |
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197 | COUT(2) << "Warning: Cannot attach a physical object to a non physical one." << std::endl; |
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198 | return; |
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199 | } |
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200 | else if (object->isDynamic()) |
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201 | { |
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202 | COUT(2) << "Warning: Cannot attach a dynamic object to a WorldEntity." << std::endl; |
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203 | return; |
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204 | } |
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205 | else if (object->isKinematic() && this->isDynamic()) |
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206 | { |
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207 | COUT(2) << "Warning: Cannot attach a kinematic object to a dynamic one." << std::endl; |
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208 | return; |
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209 | } |
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210 | else if (object->isKinematic()) |
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211 | { |
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212 | COUT(2) << "Warning: Cannot attach a kinematic object to a static or kinematic one: Not yet implemented." << std::endl; |
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213 | return; |
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214 | } |
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215 | else |
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216 | { |
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217 | object->deactivatePhysics(); |
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218 | } |
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219 | } |
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220 | |
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221 | if (object->getParent()) |
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222 | object->detachFromParent(); |
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223 | else |
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224 | { |
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225 | Ogre::Node* parent = object->node_->getParent(); |
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226 | if (parent) |
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227 | parent->removeChild(object->node_); |
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228 | } |
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229 | |
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230 | this->node_->addChild(object->node_); |
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231 | this->children_.insert(object); |
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232 | object->parent_ = this; |
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233 | object->parentID_ = this->getObjectID(); |
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234 | |
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235 | // collision shapes |
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236 | this->attachCollisionShape(object->getCollisionShape()); |
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237 | // mass |
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238 | this->childrenMass_ += object->getMass(); |
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239 | recalculateMassProps(); |
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240 | } |
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241 | |
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242 | void WorldEntity::detach(WorldEntity* object) |
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243 | { |
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244 | // collision shapes |
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245 | this->detachCollisionShape(object->getCollisionShape()); |
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246 | // mass |
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247 | if (object->getMass() > 0.0f) |
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248 | { |
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249 | this->childrenMass_ -= object->getMass(); |
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250 | recalculateMassProps(); |
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251 | } |
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252 | |
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253 | this->node_->removeChild(object->node_); |
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254 | this->children_.erase(object); |
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255 | object->parent_ = 0; |
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256 | object->parentID_ = (unsigned int)-1; |
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257 | // this->getScene()->getRootSceneNode()->addChild(object->node_); |
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258 | |
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259 | // Note: It is possible that the object has physics but was disabled when attaching |
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260 | object->activatePhysics(); |
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261 | } |
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262 | |
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263 | WorldEntity* WorldEntity::getAttachedObject(unsigned int index) const |
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264 | { |
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265 | unsigned int i = 0; |
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266 | for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it) |
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267 | { |
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268 | if (i == index) |
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269 | return (*it); |
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270 | ++i; |
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271 | } |
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272 | return 0; |
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273 | } |
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274 | |
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275 | void WorldEntity::attachOgreObject(Ogre::MovableObject* object) |
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276 | { |
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277 | this->node_->attachObject(object); |
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278 | } |
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279 | |
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280 | void WorldEntity::detachOgreObject(Ogre::MovableObject* object) |
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281 | { |
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282 | this->node_->detachObject(object); |
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283 | } |
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284 | |
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285 | Ogre::MovableObject* WorldEntity::detachOgreObject(const Ogre::String& name) |
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286 | { |
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287 | return this->node_->detachObject(name); |
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288 | } |
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289 | |
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290 | void WorldEntity::attachCollisionShape(CollisionShape* shape) |
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291 | { |
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292 | this->collisionShape_->addChildShape(shape); |
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293 | // Note: this->collisionShape_ already notifies us of any changes. |
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294 | } |
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295 | |
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296 | void WorldEntity::detachCollisionShape(CollisionShape* shape) |
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297 | { |
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298 | this->collisionShape_->removeChildShape(shape); |
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299 | // Note: this->collisionShape_ already notifies us of any changes. |
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300 | } |
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301 | |
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302 | CollisionShape* WorldEntity::getAttachedCollisionShape(unsigned int index) const |
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303 | { |
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304 | return this->collisionShape_->getChildShape(index); |
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305 | } |
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306 | |
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307 | void WorldEntity::activatePhysics() |
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308 | { |
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309 | if (this->isActive() && this->hasPhysics() && !this->isPhysicsActive() && !this->parent_) |
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310 | { |
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311 | this->getScene()->addRigidBody(this->physicalBody_); |
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312 | this->bPhysicsActive_ = true; |
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313 | } |
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314 | } |
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315 | |
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316 | void WorldEntity::deactivatePhysics() |
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317 | { |
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318 | if (this->isPhysicsActive()) |
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319 | { |
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320 | this->getScene()->removeRigidBody(this->physicalBody_); |
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321 | this->bPhysicsActive_ = false; |
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322 | } |
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323 | } |
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324 | |
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325 | bool WorldEntity::addedToPhysicalWorld() const |
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326 | { |
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327 | return this->physicalBody_ && this->physicalBody_->isInWorld(); |
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328 | } |
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329 | |
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330 | #ifndef _NDEBUG |
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331 | const Vector3& WorldEntity::getPosition() const |
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332 | { |
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333 | return this->node_->getPosition(); |
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334 | } |
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335 | |
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336 | const Quaternion& WorldEntity::getOrientation() const |
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337 | { |
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338 | return this->node_->getOrientation(); |
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339 | } |
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340 | |
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341 | const Vector3& WorldEntity::getScale3D() const |
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342 | { |
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343 | return this->node_->getScale(); |
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344 | } |
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345 | #endif |
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346 | |
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347 | const Vector3& WorldEntity::getWorldPosition() const |
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348 | { |
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349 | return this->node_->_getDerivedPosition(); |
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350 | } |
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351 | |
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352 | const Quaternion& WorldEntity::getWorldOrientation() const |
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353 | { |
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354 | return this->node_->_getDerivedOrientation(); |
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355 | } |
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356 | |
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357 | void WorldEntity::translate(const Vector3& distance, TransformSpace::Space relativeTo) |
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358 | { |
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359 | switch (relativeTo) |
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360 | { |
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361 | case TransformSpace::Local: |
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362 | // position is relative to parent so transform downwards |
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363 | this->setPosition(this->getPosition() + this->getOrientation() * distance); |
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364 | break; |
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365 | case TransformSpace::Parent: |
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366 | this->setPosition(this->getPosition() + distance); |
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367 | break; |
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368 | case TransformSpace::World: |
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369 | // position is relative to parent so transform upwards |
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370 | if (this->node_->getParent()) |
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371 | setPosition(getPosition() + (node_->getParent()->_getDerivedOrientation().Inverse() * distance) |
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372 | / node_->getParent()->_getDerivedScale()); |
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373 | else |
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374 | this->setPosition(this->getPosition() + distance); |
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375 | break; |
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376 | } |
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377 | } |
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378 | |
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379 | void WorldEntity::rotate(const Quaternion& rotation, TransformSpace::Space relativeTo) |
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380 | { |
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381 | switch(relativeTo) |
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382 | { |
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383 | case TransformSpace::Local: |
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384 | this->setOrientation(this->getOrientation() * rotation); |
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385 | break; |
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386 | case TransformSpace::Parent: |
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387 | // Rotations are normally relative to local axes, transform up |
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388 | this->setOrientation(rotation * this->getOrientation()); |
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389 | break; |
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390 | case TransformSpace::World: |
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391 | // Rotations are normally relative to local axes, transform up |
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392 | this->setOrientation(this->getOrientation() * this->getWorldOrientation().Inverse() |
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393 | * rotation * this->getWorldOrientation()); |
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394 | break; |
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395 | } |
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396 | } |
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397 | |
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398 | void WorldEntity::lookAt(const Vector3& target, TransformSpace::Space relativeTo, const Vector3& localDirectionVector) |
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399 | { |
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400 | Vector3 origin; |
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401 | switch (relativeTo) |
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402 | { |
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403 | case TransformSpace::Local: |
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404 | origin = Vector3::ZERO; |
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405 | break; |
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406 | case TransformSpace::Parent: |
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407 | origin = this->getPosition(); |
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408 | break; |
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409 | case TransformSpace::World: |
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410 | origin = this->getWorldPosition(); |
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411 | break; |
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412 | } |
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413 | this->setDirection(target - origin, relativeTo, localDirectionVector); |
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414 | } |
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415 | |
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416 | void WorldEntity::setDirection(const Vector3& direction, TransformSpace::Space relativeTo, const Vector3& localDirectionVector) |
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417 | { |
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418 | Quaternion savedOrientation(this->getOrientation()); |
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419 | Ogre::Node::TransformSpace ogreRelativeTo; |
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420 | switch (relativeTo) |
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421 | { |
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422 | case TransformSpace::Local: |
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423 | ogreRelativeTo = Ogre::Node::TS_LOCAL; break; |
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424 | case TransformSpace::Parent: |
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425 | ogreRelativeTo = Ogre::Node::TS_PARENT; break; |
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426 | case TransformSpace::World: |
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427 | ogreRelativeTo = Ogre::Node::TS_WORLD; break; |
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428 | } |
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429 | this->node_->setDirection(direction, ogreRelativeTo, localDirectionVector); |
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430 | Quaternion newOrientation(this->node_->getOrientation()); |
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431 | this->node_->setOrientation(savedOrientation); |
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432 | this->setOrientation(newOrientation); |
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433 | } |
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434 | |
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435 | void WorldEntity::setScale3D(const Vector3& scale) |
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436 | { |
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437 | if (this->hasPhysics()) |
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438 | { |
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439 | CCOUT(2) << "Warning: Cannot set the scale of a physical object: Not yet implemented." << std::endl; |
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440 | return; |
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441 | } |
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442 | |
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443 | this->node_->setScale(scale); |
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444 | } |
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445 | |
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446 | void WorldEntity::setCollisionType(CollisionType type) |
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447 | { |
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448 | // If we are already attached to a parent, this would be a bad idea.. |
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449 | if (this->parent_) |
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450 | { |
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451 | CCOUT(2) << "Warning: Cannot set the collision type of a WorldEntity with a parent." << std::endl; |
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452 | return; |
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453 | } |
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454 | else if (this->addedToPhysicalWorld()) |
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455 | { |
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456 | CCOUT(2) << "Warning: Cannot set the collision type at run time." << std::endl; |
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457 | return; |
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458 | } |
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459 | |
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460 | // Check for type legality. Could be StaticEntity or MobileEntity |
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461 | if (!this->isCollisionTypeLegal(type)) |
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462 | return; // exception gets issued anyway |
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463 | if (type != None && !this->getScene()->hasPhysics()) |
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464 | { |
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465 | CCOUT(2) << "Warning: Cannot have physical bodies in a non physical scene." << std::endl; |
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466 | return; |
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467 | } |
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468 | |
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469 | // Check whether we have to create or destroy. |
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470 | if (type != None && this->collisionType_ == None) |
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471 | { |
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472 | // Check whether there was some scaling applied. |
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473 | if (!this->node_->getScale().positionEquals(Vector3(1, 1, 1), 0.001)) |
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474 | { |
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475 | CCOUT(2) << "Warning: Cannot create a physical body if there is scaling applied to the node: Not yet implemented." << std::endl; |
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476 | return; |
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477 | } |
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478 | |
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479 | // Create new rigid body |
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480 | btRigidBody::btRigidBodyConstructionInfo bodyConstructionInfo(0, this, this->collisionShape_->getCollisionShape()); |
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481 | this->physicalBody_ = new btRigidBody(bodyConstructionInfo); |
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482 | this->physicalBody_->setUserPointer(this); |
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483 | this->physicalBody_->setActivationState(DISABLE_DEACTIVATION); |
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484 | } |
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485 | else if (type == None && this->collisionType_ != None) |
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486 | { |
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487 | // Destroy rigid body |
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488 | assert(this->physicalBody_); |
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489 | deactivatePhysics(); |
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490 | delete this->physicalBody_; |
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491 | this->physicalBody_ = 0; |
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492 | this->collisionType_ = None; |
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493 | this->collisionTypeSynchronised_ = None; |
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494 | return; |
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495 | } |
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496 | |
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497 | // Change type |
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498 | switch (type) |
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499 | { |
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500 | case Dynamic: |
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501 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !(btCollisionObject::CF_STATIC_OBJECT | btCollisionObject::CF_KINEMATIC_OBJECT)); |
---|
502 | break; |
---|
503 | case Kinematic: |
---|
504 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_STATIC_OBJECT | btCollisionObject::CF_KINEMATIC_OBJECT); |
---|
505 | break; |
---|
506 | case Static: |
---|
507 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT); |
---|
508 | break; |
---|
509 | case None: |
---|
510 | return; // this->collisionType_ was None too |
---|
511 | } |
---|
512 | |
---|
513 | // Only sets this->collisionShape_ |
---|
514 | // However the assertion is to ensure that the internal bullet setting is right |
---|
515 | updateCollisionType(); |
---|
516 | assert(this->collisionType_ == type); |
---|
517 | |
---|
518 | // update mass and inertia tensor |
---|
519 | recalculateMassProps(); |
---|
520 | resetPhysicsProps(); |
---|
521 | activatePhysics(); |
---|
522 | } |
---|
523 | |
---|
524 | void WorldEntity::setCollisionTypeStr(const std::string& typeStr) |
---|
525 | { |
---|
526 | std::string typeStrLower = getLowercase(typeStr); |
---|
527 | CollisionType type; |
---|
528 | if (typeStrLower == "dynamic") |
---|
529 | type = Dynamic; |
---|
530 | else if (typeStrLower == "static") |
---|
531 | type = Static; |
---|
532 | else if (typeStrLower == "kinematic") |
---|
533 | type = Kinematic; |
---|
534 | else if (typeStrLower == "none") |
---|
535 | type = None; |
---|
536 | else |
---|
537 | ThrowException(ParseError, std::string("Attempting to set an unknown collision type: '") + typeStr + "'."); |
---|
538 | this->setCollisionType(type); |
---|
539 | } |
---|
540 | |
---|
541 | std::string WorldEntity::getCollisionTypeStr() const |
---|
542 | { |
---|
543 | switch (this->getCollisionType()) |
---|
544 | { |
---|
545 | case Dynamic: |
---|
546 | return "dynamic"; |
---|
547 | case Kinematic: |
---|
548 | return "kinematic"; |
---|
549 | case Static: |
---|
550 | return "static"; |
---|
551 | case None: |
---|
552 | return "none"; |
---|
553 | default: |
---|
554 | assert(false); |
---|
555 | return ""; |
---|
556 | } |
---|
557 | } |
---|
558 | |
---|
559 | void WorldEntity::updateCollisionType() |
---|
560 | { |
---|
561 | if (!this->physicalBody_) |
---|
562 | this->collisionType_ = None; |
---|
563 | else if (this->physicalBody_->isKinematicObject()) |
---|
564 | this->collisionType_ = Kinematic; |
---|
565 | else if (this->physicalBody_->isStaticObject()) |
---|
566 | this->collisionType_ = Static; |
---|
567 | else |
---|
568 | this->collisionType_ = Dynamic; |
---|
569 | this->collisionTypeSynchronised_ = this->collisionType_; |
---|
570 | } |
---|
571 | |
---|
572 | void WorldEntity::notifyChildMassChanged() // Called by a child WE |
---|
573 | { |
---|
574 | // Note: CollisionShape changes of a child get handled over the internal CompoundCollisionShape already |
---|
575 | // Recalculate mass |
---|
576 | this->childrenMass_ = 0.0f; |
---|
577 | for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it) |
---|
578 | this->childrenMass_ += (*it)->getMass(); |
---|
579 | recalculateMassProps(); |
---|
580 | // Notify parent WE |
---|
581 | if (this->parent_) |
---|
582 | parent_->notifyChildMassChanged(); |
---|
583 | } |
---|
584 | |
---|
585 | void WorldEntity::notifyCollisionShapeChanged() // called by this->collisionShape_ |
---|
586 | { |
---|
587 | if (hasPhysics()) |
---|
588 | { |
---|
589 | // Bullet doesn't like sudden changes of the collision shape, so we remove and add it again |
---|
590 | if (this->addedToPhysicalWorld()) |
---|
591 | { |
---|
592 | this->deactivatePhysics(); |
---|
593 | this->physicalBody_->setCollisionShape(this->collisionShape_->getCollisionShape()); |
---|
594 | this->activatePhysics(); |
---|
595 | } |
---|
596 | else |
---|
597 | this->physicalBody_->setCollisionShape(this->collisionShape_->getCollisionShape()); |
---|
598 | } |
---|
599 | recalculateMassProps(); |
---|
600 | } |
---|
601 | |
---|
602 | void WorldEntity::recalculateMassProps() |
---|
603 | { |
---|
604 | if (this->hasPhysics()) |
---|
605 | { |
---|
606 | if (this->isStatic()) |
---|
607 | { |
---|
608 | // Just set everything to zero |
---|
609 | this->physicalBody_->setMassProps(0.0f, btVector3(0, 0, 0)); |
---|
610 | } |
---|
611 | else if ((this->mass_ + this->childrenMass_) == 0.0f) |
---|
612 | { |
---|
613 | // Use default values to avoid very large or very small values |
---|
614 | CCOUT(4) << "Warning: Setting the internal physical mass to 1.0 because mass_ is 0.0." << std::endl; |
---|
615 | this->physicalBody_->setMassProps(1.0f, this->collisionShape_->getLocalInertia(1.0f)); |
---|
616 | } |
---|
617 | else |
---|
618 | { |
---|
619 | float mass = this->mass_ + this->childrenMass_; |
---|
620 | this->physicalBody_->setMassProps(mass, this->collisionShape_->getLocalInertia(mass)); |
---|
621 | } |
---|
622 | } |
---|
623 | } |
---|
624 | |
---|
625 | void WorldEntity::resetPhysicsProps() |
---|
626 | { |
---|
627 | if (this->hasPhysics()) |
---|
628 | { |
---|
629 | this->physicalBody_->setRestitution(this->restitution_); |
---|
630 | this->physicalBody_->setAngularFactor(this->angularFactor_); |
---|
631 | this->physicalBody_->setDamping(this->linearDamping_, this->angularDamping_); |
---|
632 | this->physicalBody_->setFriction(this->friction_); |
---|
633 | } |
---|
634 | } |
---|
635 | } |
---|