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 | #ifndef _WorldEntity_H__ |
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31 | #define _WorldEntity_H__ |
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32 | |
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33 | #include "OrxonoxPrereqs.h" |
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34 | |
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35 | #ifdef _NDEBUG |
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36 | #include <OgreSceneNode.h> |
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37 | #else |
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38 | #include <OgrePrerequisites.h> |
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39 | #endif |
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40 | #include "LinearMath/btMotionState.h" |
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41 | |
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42 | #include "network/synchronisable/Synchronisable.h" |
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43 | #include "core/BaseObject.h" |
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44 | #include "util/Math.h" |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | class _OrxonoxExport WorldEntity : public BaseObject, public Synchronisable, public btMotionState |
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49 | { |
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50 | public: |
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51 | WorldEntity(BaseObject* creator); |
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52 | virtual ~WorldEntity(); |
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53 | |
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54 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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55 | void registerVariables(); |
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56 | |
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57 | inline const Ogre::SceneNode* getNode() const |
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58 | { return this->node_; } |
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59 | |
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60 | static const Vector3 FRONT; |
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61 | static const Vector3 BACK; |
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62 | static const Vector3 LEFT; |
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63 | static const Vector3 RIGHT; |
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64 | static const Vector3 DOWN; |
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65 | static const Vector3 UP; |
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66 | |
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67 | virtual void setPosition(const Vector3& position) = 0; |
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68 | inline void setPosition(float x, float y, float z) |
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69 | { this->setPosition(Vector3(x, y, z)); } |
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70 | const Vector3& getPosition() const; |
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71 | const Vector3& getWorldPosition() const; |
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72 | |
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73 | void translate(const Vector3& distance, TransformSpace::Space relativeTo = TransformSpace::Parent); |
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74 | inline void translate(float x, float y, float z, TransformSpace::Space relativeTo = TransformSpace::Parent) |
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75 | { this->translate(Vector3(x, y, z), relativeTo); } |
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76 | |
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77 | virtual void setOrientation(const Quaternion& orientation) = 0; |
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78 | inline void setOrientation(float w, float x, float y, float z) |
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79 | { this->setOrientation(Quaternion(w, x, y, z)); } |
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80 | inline void setOrientation(const Vector3& axis, const Radian& angle) |
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81 | { this->setOrientation(Quaternion(angle, axis)); } |
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82 | inline void setOrientation(const Vector3& axis, const Degree& angle) |
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83 | { this->setOrientation(Quaternion(angle, axis)); } |
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84 | const Quaternion& getOrientation() const; |
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85 | const Quaternion& getWorldOrientation() const; |
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86 | |
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87 | void rotate(const Quaternion& rotation, TransformSpace::Space relativeTo = TransformSpace::Local); |
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88 | inline void rotate(const Vector3& axis, const Degree& angle, TransformSpace::Space relativeTo = TransformSpace::Local) |
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89 | { this->rotate(Quaternion(angle, axis), relativeTo); } |
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90 | |
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91 | inline void yaw(const Degree& angle, TransformSpace::Space relativeTo = TransformSpace::Local) |
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92 | { this->rotate(Quaternion(angle, Vector3::UNIT_Y), relativeTo); } |
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93 | inline void pitch(const Degree& angle, TransformSpace::Space relativeTo = TransformSpace::Local) |
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94 | { this->rotate(Quaternion(angle, Vector3::UNIT_X), relativeTo); } |
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95 | inline void roll(const Degree& angle, TransformSpace::Space relativeTo = TransformSpace::Local) |
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96 | { this->rotate(Quaternion(angle, Vector3::UNIT_Z), relativeTo); } |
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97 | |
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98 | void lookAt(const Vector3& target, TransformSpace::Space relativeTo = TransformSpace::Parent, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); |
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99 | void setDirection(const Vector3& direction, TransformSpace::Space relativeTo = TransformSpace::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); |
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100 | inline void setDirection(float x, float y, float z, TransformSpace::Space relativeTo = TransformSpace::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z) |
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101 | { this->setDirection(Vector3(x, y, z), relativeTo, localDirectionVector); } |
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102 | |
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103 | virtual void setScale3D(const Vector3& scale); |
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104 | inline void setScale3D(float x, float y, float z) |
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105 | { this->setScale3D(Vector3(x, y, z)); } |
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106 | const Vector3& getScale3D(void) const; |
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107 | |
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108 | void setScale(float scale) |
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109 | { this->setScale3D(scale, scale, scale); } |
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110 | inline float getScale() const |
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111 | { Vector3 scale = this->getScale3D(); return (scale.x == scale.y && scale.x == scale.z) ? scale.x : 1; } |
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112 | |
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113 | inline void scale3D(const Vector3& scale) |
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114 | { this->setScale3D(this->getScale3D() * scale); } |
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115 | inline void scale3D(float x, float y, float z) |
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116 | { this->scale3D(Vector3(x, y, z)); } |
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117 | inline void scale(float scale) |
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118 | { this->scale3D(scale, scale, scale); } |
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119 | |
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120 | void attach(WorldEntity* object); |
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121 | void detach(WorldEntity* object); |
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122 | WorldEntity* getAttachedObject(unsigned int index) const; |
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123 | inline const std::set<WorldEntity*>& getAttachedObjects() const |
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124 | { return this->children_; } |
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125 | |
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126 | void attachOgreObject(Ogre::MovableObject* object); |
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127 | void detachOgreObject(Ogre::MovableObject* object); |
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128 | Ogre::MovableObject* detachOgreObject(const Ogre::String& name); |
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129 | |
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130 | inline void attachToParent(WorldEntity* parent) |
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131 | { parent->attach(this); } |
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132 | inline void detachFromParent() |
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133 | { if (this->parent_) { this->parent_->detach(this); } } |
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134 | inline WorldEntity* getParent() const |
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135 | { return this->parent_; } |
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136 | |
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137 | void notifyChildPropsChanged(); |
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138 | |
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139 | protected: |
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140 | Ogre::SceneNode* node_; |
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141 | |
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142 | private: |
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143 | inline void lookAt_xmlport(const Vector3& target) |
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144 | { this->lookAt(target); } |
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145 | inline void setDirection_xmlport(const Vector3& direction) |
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146 | { this->setDirection(direction); } |
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147 | inline void yaw_xmlport(const Degree& angle) |
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148 | { this->yaw(angle); } |
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149 | inline void pitch_xmlport(const Degree& angle) |
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150 | { this->pitch(angle); } |
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151 | inline void roll_xmlport(const Degree& angle) |
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152 | { this->roll(angle); } |
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153 | |
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154 | // network callbacks |
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155 | void parentChanged(); |
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156 | inline void scaleChanged() |
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157 | { this->setScale3D(this->getScale3D()); } |
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158 | |
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159 | WorldEntity* parent_; |
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160 | unsigned int parentID_; |
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161 | std::set<WorldEntity*> children_; |
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162 | |
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163 | |
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164 | ///////////// |
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165 | // Physics // |
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166 | ///////////// |
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167 | |
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168 | public: |
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169 | enum CollisionType |
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170 | { |
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171 | Dynamic, |
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172 | Kinematic, |
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173 | Static, |
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174 | None |
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175 | }; |
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176 | |
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177 | bool hasPhysics() const { return getCollisionType() != None ; } |
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178 | bool isStatic() const { return getCollisionType() == Static ; } |
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179 | bool isKinematic() const { return getCollisionType() == Kinematic; } |
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180 | bool isDynamic() const { return getCollisionType() == Dynamic ; } |
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181 | bool isPhysicsActive() const { return this->bPhysicsActive_; } |
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182 | bool addedToPhysicalWorld() const; |
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183 | |
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184 | void activatePhysics(); |
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185 | void deactivatePhysics(); |
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186 | |
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187 | inline CollisionType getCollisionType() const |
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188 | { return this->collisionType_; } |
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189 | void setCollisionType(CollisionType type); |
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190 | |
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191 | void setCollisionTypeStr(const std::string& type); |
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192 | std::string getCollisionTypeStr() const; |
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193 | |
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194 | inline void setMass(float mass) |
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195 | { this->mass_ = mass; recalculateMassProps(); } |
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196 | inline float getMass() const |
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197 | { return this->mass_; } |
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198 | |
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199 | inline float getTotalMass() const |
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200 | { return this->mass_ + this->childrenMass_; } |
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201 | |
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202 | inline const btVector3& getLocalInertia() const |
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203 | { return this->localInertia_; } |
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204 | |
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205 | inline void setRestitution(float restitution) |
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206 | { this->restitution_ = restitution; resetPhysicsProps(); } |
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207 | inline float getRestitution() const |
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208 | { return this->restitution_; } |
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209 | |
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210 | inline void setAngularFactor(float angularFactor) |
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211 | { this->angularFactor_ = angularFactor; resetPhysicsProps(); } |
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212 | inline float getAngularFactor() const |
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213 | { return this->angularFactor_; } |
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214 | |
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215 | inline void setLinearDamping(float linearDamping) |
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216 | { this->linearDamping_ = linearDamping; resetPhysicsProps(); } |
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217 | inline float getLinearDamping() const |
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218 | { return this->linearDamping_; } |
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219 | |
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220 | inline void setAngularDamping(float angularDamping) |
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221 | { this->angularDamping_ = angularDamping; resetPhysicsProps(); } |
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222 | inline float getAngularDamping() const |
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223 | { return this->angularDamping_; } |
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224 | |
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225 | inline void setFriction(float friction) |
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226 | { this->friction_ = friction; resetPhysicsProps(); } |
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227 | inline float getFriction() const |
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228 | { return this->friction_; } |
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229 | |
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230 | void attachCollisionShape(CollisionShape* shape); |
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231 | void detachCollisionShape(CollisionShape* shape); |
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232 | CollisionShape* getAttachedCollisionShape(unsigned int index) const; |
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233 | |
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234 | inline CompoundCollisionShape* getCollisionShape() |
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235 | { return this->collisionShape_; } |
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236 | inline btRigidBody* getPhysicalBody() |
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237 | { return this->physicalBody_; } |
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238 | |
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239 | void notifyCollisionShapeChanged(); |
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240 | void notifyChildMassChanged(); |
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241 | |
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242 | protected: |
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243 | virtual bool isCollisionTypeLegal(CollisionType type) const = 0; |
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244 | |
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245 | btRigidBody* physicalBody_; |
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246 | |
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247 | private: |
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248 | void updateCollisionType(); |
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249 | void recalculateMassProps(); |
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250 | void resetPhysicsProps(); |
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251 | |
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252 | // network callbacks |
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253 | void collisionTypeChanged(); |
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254 | void physicsActivityChanged(); |
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255 | inline void massChanged() |
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256 | { this->setMass(this->mass_); } |
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257 | inline void restitutionChanged() |
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258 | { this->setRestitution(this->restitution_); } |
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259 | inline void angularFactorChanged() |
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260 | { this->setAngularFactor(this->angularFactor_); } |
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261 | inline void linearDampingChanged() |
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262 | { this->setLinearDamping(this->linearDamping_); } |
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263 | inline void angularDampingChanged() |
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264 | { this->setAngularDamping(this->angularDamping_); } |
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265 | inline void frictionChanged() |
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266 | { this->setFriction(this->friction_); } |
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267 | |
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268 | CollisionType collisionType_; |
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269 | CollisionType collisionTypeSynchronised_; |
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270 | bool bPhysicsActive_; |
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271 | bool bPhysicsActiveSynchronised_; |
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272 | CompoundCollisionShape* collisionShape_; |
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273 | btScalar mass_; |
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274 | btVector3 localInertia_; |
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275 | btScalar restitution_; |
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276 | btScalar angularFactor_; |
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277 | btScalar linearDamping_; |
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278 | btScalar angularDamping_; |
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279 | btScalar friction_; |
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280 | btScalar childrenMass_; |
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281 | }; |
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282 | |
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283 | // Inline heavily used functions for release builds. In debug, we better avoid including OgreSceneNode here. |
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284 | #ifdef _NDEBUG |
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285 | inline const Vector3& WorldEntity::getPosition() const |
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286 | { return this->node_->getPosition(); } |
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287 | inline const Quaternion& WorldEntity::getOrientation() const |
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288 | { return this->node_->getrOrientation(); } |
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289 | inline const Vector3& WorldEntity::getScale3D(void) const |
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290 | { return this->node_->getScale(); } |
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291 | #endif |
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292 | } |
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293 | |
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294 | #endif /* _WorldEntity_H__ */ |
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