/* * 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: * Martin Stypinski * */ #ifndef _MobileEntity_H__ #define _MobileEntity_H__ #include "OrxonoxPrereqs.h" #include "util/Math.h" #include "tools/interfaces/Tickable.h" #include "WorldEntity.h" namespace orxonox { class _OrxonoxExport MobileEntity : public WorldEntity, public Tickable { public: MobileEntity(BaseObject* creator); virtual ~MobileEntity(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); virtual void tick(float dt); virtual void setPosition(const Vector3& position); virtual void setOrientation(const Quaternion& orientation); virtual void setVelocity(const Vector3& velocity); inline void setVelocity(float x, float y, float z) { this->setVelocity(Vector3(x, y, z)); } inline const Vector3& getVelocity() const { return this->linearVelocity_; } inline Vector3 getLocalVelocity() const { return (this->getOrientation().Inverse() * this->getVelocity()); } virtual void setAngularVelocity(const Vector3& velocity); inline void setAngularVelocity(float x, float y, float z) { this->setAngularVelocity(Vector3(x, y, z)); } inline const Vector3& getAngularVelocity() const { return this->angularVelocity_; } void setAcceleration(const Vector3& acceleration); inline void setAcceleration(float x, float y, float z) { this->setAcceleration(Vector3(x, y, z)); } inline const Vector3& getAcceleration() const { return this->linearAcceleration_; } // Added for making N engines work with spaceships void addAcceleration(const Vector3& acceleration, const Vector3 &relativePosition); inline void addAcceleration(float x, float y, float z) { this->addAcceleration(Vector3(x, y, z), Vector3(0,0,0)); } // Getter function above void setAngularAcceleration(const Vector3& acceleration); inline void setAngularAcceleration(float x, float y, float z) { this->setAngularAcceleration(Vector3(x, y, z)); } inline const Vector3& getAngularAcceleration() const { return this->angularAcceleration_; } void applyCentralForce(const Vector3& force); inline void applyCentralForce(float x, float y, float z) { this->applyCentralForce(Vector3(x, y, z)); } inline void setRotationRate(Degree rate) { this->setAngularVelocity(this->getAngularVelocity().normalisedCopy() * rate.valueRadians()); } inline Degree getRotationRate() const { return Radian(this->getAngularVelocity().length()); } inline void setRotationAxis(const Vector3& axis) { this->setAngularVelocity(axis * this->getAngularVelocity().length()); } inline Vector3 getRotationAxis() const { return this->getAngularVelocity().normalisedCopy(); } protected: // Bullet btMotionState related virtual void setWorldTransform(const btTransform& worldTrans); void getWorldTransform(btTransform& worldTrans) const; Vector3 linearAcceleration_; Vector3 linearVelocity_; Vector3 angularAcceleration_; Vector3 angularVelocity_; private: virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const; }; } #endif /* _MobileEntity_H__ */