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source: code/branches/presentation/src/orxonox/worldentities/MobileEntity.h @ 8993

Last change on this file since 8993 was 8702, checked in by landauf, 14 years ago

fixed radian ↔ degree conversion bug

  • Property svn:eol-style set to native
File size: 4.5 KB
RevLine 
[2072]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
[2072]24 *   Co-authors:
[2304]25 *      Martin Stypinski
[2072]26 *
27 */
28
[2408]29#ifndef _MobileEntity_H__
30#define _MobileEntity_H__
[2072]31
32#include "OrxonoxPrereqs.h"
33
[3196]34#include "util/Math.h"
[5693]35#include "tools/interfaces/Tickable.h"
[2072]36#include "WorldEntity.h"
37
38namespace orxonox
39{
[2408]40    class _OrxonoxExport MobileEntity : public WorldEntity, public Tickable
[2072]41    {
42        public:
[2408]43            MobileEntity(BaseObject* creator);
44            virtual ~MobileEntity();
[2072]45
46            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
[2374]47            virtual void tick(float dt);
[2072]48
[2427]49            virtual void setPosition(const Vector3& position);
50            virtual void setOrientation(const Quaternion& orientation);
[2201]51
[2427]52            virtual void setVelocity(const Vector3& velocity);
[2300]53            inline void setVelocity(float x, float y, float z)
[2374]54                { this->setVelocity(Vector3(x, y, z)); }
[2300]55            inline const Vector3& getVelocity() const
[2374]56                { return this->linearVelocity_; }
[2488]57            inline Vector3 getLocalVelocity() const
58                { return (this->getOrientation().Inverse() * this->getVelocity()); }
[2201]59
[2427]60            virtual void setAngularVelocity(const Vector3& velocity);
[2374]61            inline void setAngularVelocity(float x, float y, float z)
62                { this->setAngularVelocity(Vector3(x, y, z)); }
63            inline const Vector3& getAngularVelocity() const
[3084]64                { return this->angularVelocity_; }
[2374]65
66            void setAcceleration(const Vector3& acceleration);
67            inline void setAcceleration(float x, float y, float z)
68                { this->setAcceleration(Vector3(x, y, z)); }
69            inline const Vector3& getAcceleration() const
70                { return this->linearAcceleration_; }
71
[8589]72            // Added for making N engines work with spaceships
73            void addAcceleration(const Vector3& acceleration, const Vector3 &relativePosition);
74            inline void addAcceleration(float x, float y, float z)
75                { this->addAcceleration(Vector3(x, y, z), Vector3(0,0,0)); }
76            // Getter function above
77
[2374]78            void setAngularAcceleration(const Vector3& acceleration);
79            inline void setAngularAcceleration(float x, float y, float z)
80                { this->setAngularAcceleration(Vector3(x, y, z)); }
81            inline const Vector3& getAngularAcceleration() const
82                { return this->angularAcceleration_; }
83
[3033]84            void applyCentralForce(const Vector3& force);
85            inline void applyCentralForce(float x, float y, float z)
86                { this->applyCentralForce(Vector3(x, y, z)); }
87
[2374]88            inline void setRotationRate(Degree rate)
89                { this->setAngularVelocity(this->getAngularVelocity().normalisedCopy() * rate.valueRadians()); }
90            inline Degree getRotationRate() const
[8702]91                { return Radian(this->getAngularVelocity().length()); }
[2374]92
93            inline void setRotationAxis(const Vector3& axis)
94                { this->setAngularVelocity(axis * this->getAngularVelocity().length()); }
95            inline Vector3 getRotationAxis() const
96                { return this->getAngularVelocity().normalisedCopy(); }
97
[2300]98        protected:
[2427]99            // Bullet btMotionState related
100            virtual void setWorldTransform(const btTransform& worldTrans);
101            void getWorldTransform(btTransform& worldTrans) const;
102
[2374]103            Vector3 linearAcceleration_;
104            Vector3 linearVelocity_;
105            Vector3 angularAcceleration_;
106            Vector3 angularVelocity_;
[2300]107
[2072]108        private:
[2300]109            virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const;
[2072]110    };
111}
112
[2408]113#endif /* _MobileEntity_H__ */
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