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source: code/branches/presentationHS12/src/orxonox/worldentities/MobileEntity.h @ 10179

Last change on this file since 10179 was 8727, checked in by dafrick, 13 years ago

Cleaning up in SpaceShip and Engine. Fixed several bugs.
Kicked localLinearAcceleration, primaryThrust and auxiliaryThrust out of the SpaceShip, since it wasn't used anymore.
Moved the trail lights back a bit.
Added some documentation to SpaceShip and Engine.
SpeedPickup is working again, will need some further tuning.

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