/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ #ifndef _CollisionShape_H__ #define _CollisionShape_H__ #include "OrxonoxPrereqs.h" #include "util/Math.h" #include "core/BaseObject.h" #include "network/synchronisable/Synchronisable.h" namespace orxonox { class _OrxonoxExport CollisionShape : public BaseObject, public Synchronisable { public: CollisionShape(BaseObject* creator); virtual ~CollisionShape(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); void registerVariables(); inline void setPosition(const Vector3& position) { this->position_ = position; this->updateParent(); } inline const Vector3& getPosition() const { return this->position_; } inline void setOrientation(const Quaternion& orientation) { this->orientation_ = orientation; this->updateParent(); } inline const Quaternion& getOrientation() const { return this->orientation_; } void yaw(const Degree& angle) { this->setOrientation(this->orientation_ * Quaternion(angle, Vector3::UNIT_Y)); } void pitch(const Degree& angle) { this->setOrientation(this->orientation_ * Quaternion(angle, Vector3::UNIT_X)); } void roll(const Degree& angle) { this->setOrientation(this->orientation_ * Quaternion(angle, Vector3::UNIT_Z)); } virtual void setScale3D(const Vector3& scale); virtual void setScale(float scale); inline const Vector3& getScale3D(void) const { return this->scale_; } void calculateLocalInertia(float mass, btVector3& inertia) const; inline btCollisionShape* getCollisionShape() const { return this->collisionShape_; } bool hasTransform() const; inline void setParent(CompoundCollisionShape* shape, unsigned int ID) { this->parent_ = shape; this->parentID_ = ID; } protected: virtual void updateParent(); btCollisionShape* collisionShape_; CompoundCollisionShape* parent_; private: void parentChanged(); Vector3 position_; Quaternion orientation_; Vector3 scale_; unsigned int parentID_; }; } #endif /* _CollisionShape_H__ */