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source: code/branches/presentation/src/orxonox/objects/collisionshapes/CollisionShape.h @ 2736

Last change on this file since 2736 was 2562, checked in by rgrieder, 16 years ago
  • Added WorldEntityCollisionShape to clarify when a CompoundCollisionShape belongs to a WE.
  • Also fixed problems with the synchronisation of the CollisionShape hierarchy.
  • Property svn:eol-style set to native
File size: 3.3 KB
RevLine 
[2303]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:
[2304]23 *      Reto Grieder
[2303]24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _CollisionShape_H__
30#define _CollisionShape_H__
31
32#include "OrxonoxPrereqs.h"
33
[2374]34#include "util/Math.h"
35#include "core/BaseObject.h"
[2442]36#include "network/synchronisable/Synchronisable.h"
[2303]37
38namespace orxonox
39{
[2442]40    class _OrxonoxExport CollisionShape : public BaseObject, public Synchronisable
[2303]41    {
42        public:
43            CollisionShape(BaseObject* creator);
44            virtual ~CollisionShape();
45
46            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
[2374]47            void registerVariables();
[2303]48
[2374]49            inline void setPosition(const Vector3& position)
[2423]50                { this->position_ = position; this->updateParent(); }
[2374]51            inline const Vector3& getPosition() const
52                { return this->position_; }
[2303]53
[2374]54            inline void setOrientation(const Quaternion& orientation)
[2423]55                { this->orientation_ = orientation; this->updateParent(); }
[2374]56            inline const Quaternion& getOrientation() const
57                { return this->orientation_; }
[2303]58
[2423]59            void yaw(const Degree& angle)   { this->setOrientation(this->orientation_ * Quaternion(angle, Vector3::UNIT_Y)); }
60            void pitch(const Degree& angle) { this->setOrientation(this->orientation_ * Quaternion(angle, Vector3::UNIT_X)); }
61            void roll(const Degree& angle)  { this->setOrientation(this->orientation_ * Quaternion(angle, Vector3::UNIT_Z)); }
[2374]62
63            virtual void setScale3D(const Vector3& scale);
64            virtual void setScale(float scale);
65            inline const Vector3& getScale3D(void) const
66                { return this->scale_; }
67
[2514]68            void updateShape();
69
[2452]70            void calculateLocalInertia(float mass, btVector3& inertia) const;
[2423]71
72            inline btCollisionShape* getCollisionShape() const
[2374]73                { return this->collisionShape_; }
74
75            bool hasTransform() const;
76
[2562]77            bool notifyBeingAttached(CompoundCollisionShape* newParent);
78            void notifyDetached();
[2374]79
[2303]80        protected:
[2423]81            virtual void updateParent();
[2514]82            virtual void parentChanged();
83            virtual btCollisionShape* createNewShape() const = 0;
[2303]84
[2423]85            btCollisionShape*       collisionShape_;
86            CompoundCollisionShape* parent_;
[2562]87            unsigned int            parentID_;
[2423]88
[2303]89        private:
[2423]90            Vector3                 position_;
91            Quaternion              orientation_;
92            Vector3                 scale_;
[2303]93    };
94}
95
96#endif /* _CollisionShape_H__ */
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