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 | #include "OrxonoxStableHeaders.h" |
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31 | #include "WorldEntity.h" |
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32 | |
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33 | #include <cassert> |
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34 | #include <OgreSceneNode.h> |
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35 | #include <OgreSceneManager.h> |
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36 | #include "BulletDynamics/Dynamics/btRigidBody.h" |
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37 | |
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38 | #include "util/Exception.h" |
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39 | #include "util/Convert.h" |
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40 | #include "core/CoreIncludes.h" |
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41 | #include "core/XMLPort.h" |
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42 | |
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43 | #include "objects/Scene.h" |
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44 | #include "objects/collisionshapes/WorldEntityCollisionShape.h" |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | const Vector3 WorldEntity::FRONT = Vector3::NEGATIVE_UNIT_Z; |
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49 | const Vector3 WorldEntity::BACK = Vector3::UNIT_Z; |
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50 | const Vector3 WorldEntity::LEFT = Vector3::NEGATIVE_UNIT_X; |
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51 | const Vector3 WorldEntity::RIGHT = Vector3::UNIT_X; |
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52 | const Vector3 WorldEntity::DOWN = Vector3::NEGATIVE_UNIT_Y; |
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53 | const Vector3 WorldEntity::UP = Vector3::UNIT_Y; |
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54 | |
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55 | /** |
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56 | @brief |
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57 | Creates a new WorldEntity that may immediately be used. |
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58 | All the default values are being set here. |
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59 | */ |
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60 | WorldEntity::WorldEntity(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) |
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61 | { |
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62 | RegisterObject(WorldEntity); |
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63 | |
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64 | if (!this->getScene() || !this->getScene()->getRootSceneNode()) |
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65 | ThrowException(AbortLoading, "Can't create WorldEntity, no scene or no root-scenenode given."); |
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66 | |
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67 | this->node_ = this->getScene()->getRootSceneNode()->createChildSceneNode(); |
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68 | |
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69 | this->parent_ = 0; |
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70 | this->parentID_ = OBJECTID_UNKNOWN; |
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71 | |
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72 | this->node_->setPosition(Vector3::ZERO); |
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73 | this->node_->setOrientation(Quaternion::IDENTITY); |
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74 | |
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75 | |
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76 | // Default behaviour does not include physics |
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77 | this->physicalBody_ = 0; |
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78 | this->bPhysicsActive_ = false; |
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79 | this->bPhysicsActiveSynchronised_ = false; |
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80 | this->bPhysicsActiveBeforeAttaching_ = false; |
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81 | this->collisionShape_ = new WorldEntityCollisionShape(this); |
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82 | this->collisionType_ = None; |
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83 | this->collisionTypeSynchronised_ = None; |
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84 | this->mass_ = 0; |
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85 | this->childrenMass_ = 0; |
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86 | // Using bullet default values |
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87 | this->restitution_ = 0; |
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88 | this->angularFactor_ = 1; |
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89 | this->linearDamping_ = 0; |
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90 | this->angularDamping_ = 0; |
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91 | this->friction_ = 0.5; |
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92 | this->bCollisionCallbackActive_ = false; |
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93 | this->bCollisionResponseActive_ = true; |
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94 | |
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95 | this->registerVariables(); |
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96 | } |
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97 | |
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98 | /** |
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99 | @brief |
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100 | Destroys the WorldEntity AND ALL its children with it. |
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101 | */ |
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102 | WorldEntity::~WorldEntity() |
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103 | { |
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104 | if (this->isInitialized()) |
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105 | { |
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106 | if (this->parent_) |
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107 | this->detachFromParent(); |
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108 | |
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109 | for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ) |
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110 | delete (*(it++)); |
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111 | |
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112 | if (this->physicalBody_) |
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113 | { |
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114 | this->deactivatePhysics(); |
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115 | delete this->physicalBody_; |
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116 | } |
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117 | delete this->collisionShape_; |
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118 | |
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119 | this->node_->detachAllObjects(); |
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120 | this->node_->removeAllChildren(); |
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121 | |
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122 | OrxAssert(this->getScene()->getSceneManager(), "No SceneManager defined in a WorldEntity."); |
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123 | this->getScene()->getSceneManager()->destroySceneNode(this->node_->getName()); |
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124 | } |
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125 | } |
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126 | |
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127 | void WorldEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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128 | { |
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129 | SUPER(WorldEntity, XMLPort, xmlelement, mode); |
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130 | |
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131 | XMLPortParamTemplate(WorldEntity, "position", setPosition, getPosition, xmlelement, mode, const Vector3&); |
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132 | XMLPortParamTemplate(WorldEntity, "orientation", setOrientation, getOrientation, xmlelement, mode, const Quaternion&); |
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133 | XMLPortParamTemplate(WorldEntity, "scale3D", setScale3D, getScale3D, xmlelement, mode, const Vector3&); |
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134 | XMLPortParam (WorldEntity, "scale", setScale, getScale, xmlelement, mode); |
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135 | XMLPortParamLoadOnly(WorldEntity, "lookat", lookAt_xmlport, xmlelement, mode); |
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136 | XMLPortParamLoadOnly(WorldEntity, "direction", setDirection_xmlport, xmlelement, mode); |
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137 | XMLPortParamLoadOnly(WorldEntity, "yaw", yaw_xmlport, xmlelement, mode); |
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138 | XMLPortParamLoadOnly(WorldEntity, "pitch", pitch_xmlport, xmlelement, mode); |
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139 | XMLPortParamLoadOnly(WorldEntity, "roll", roll_xmlport, xmlelement, mode); |
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140 | |
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141 | // Physics |
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142 | XMLPortParam(WorldEntity, "collisionType", setCollisionTypeStr, getCollisionTypeStr, xmlelement, mode); |
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143 | XMLPortParam(WorldEntity, "collisionResponse", setCollisionResponse, hasCollisionResponse, xmlelement, mode); |
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144 | XMLPortParam(WorldEntity, "mass", setMass, getMass, xmlelement, mode); |
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145 | XMLPortParam(WorldEntity, "restitution", setRestitution, getRestitution, xmlelement, mode); |
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146 | XMLPortParam(WorldEntity, "angularFactor", setAngularFactor, getAngularFactor, xmlelement, mode); |
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147 | XMLPortParam(WorldEntity, "linearDamping", setLinearDamping, getLinearDamping, xmlelement, mode); |
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148 | XMLPortParam(WorldEntity, "angularDamping", setAngularDamping, getAngularDamping, xmlelement, mode); |
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149 | XMLPortParam(WorldEntity, "friction", setFriction, getFriction, xmlelement, mode); |
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150 | |
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151 | // Other attached WorldEntities |
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152 | XMLPortObject(WorldEntity, WorldEntity, "attached", attach, getAttachedObject, xmlelement, mode); |
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153 | // Attached collision shapes |
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154 | XMLPortObject(WorldEntity, CollisionShape, "collisionShapes", attachCollisionShape, getAttachedCollisionShape, xmlelement, mode); |
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155 | } |
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156 | |
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157 | void WorldEntity::registerVariables() |
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158 | { |
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159 | registerVariable(this->mainStateName_, variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedMainState)); |
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160 | |
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161 | registerVariable(this->bActive_, variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedActivity)); |
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162 | registerVariable(this->bVisible_, variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedVisibility)); |
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163 | |
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164 | registerVariable(this->getScale3D(), variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::scaleChanged)); |
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165 | |
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166 | // Physics stuff |
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167 | registerVariable(this->mass_, variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::massChanged)); |
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168 | registerVariable(this->restitution_, variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::restitutionChanged)); |
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169 | registerVariable(this->angularFactor_, variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::angularFactorChanged)); |
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170 | registerVariable(this->linearDamping_, variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::linearDampingChanged)); |
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171 | registerVariable(this->angularDamping_, variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::angularDampingChanged)); |
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172 | registerVariable(this->friction_, variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::frictionChanged)); |
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173 | registerVariable(this->bCollisionCallbackActive_, |
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174 | variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionCallbackActivityChanged)); |
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175 | registerVariable(this->bCollisionResponseActive_, |
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176 | variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionResponseActivityChanged)); |
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177 | registerVariable((int&)this->collisionTypeSynchronised_, |
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178 | variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionTypeChanged)); |
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179 | registerVariable(this->bPhysicsActiveSynchronised_, |
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180 | variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::physicsActivityChanged)); |
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181 | |
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182 | // Attach to parent if necessary |
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183 | registerVariable(this->parentID_, variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::parentChanged)); |
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184 | } |
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185 | |
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186 | /** |
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187 | @brief |
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188 | Network function that object this instance to its correct parent. |
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189 | */ |
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190 | void WorldEntity::parentChanged() |
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191 | { |
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192 | if (this->parentID_ != OBJECTID_UNKNOWN) |
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193 | { |
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194 | WorldEntity* parent = dynamic_cast<WorldEntity*>(Synchronisable::getSynchronisable(this->parentID_)); |
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195 | if (parent) |
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196 | this->attachToParent(parent); |
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197 | } |
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198 | } |
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199 | |
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200 | /** |
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201 | @brief |
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202 | Attaches this object to a parent SceneNode. |
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203 | @Remarks |
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204 | Only use this method if you know exactly what you're doing! |
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205 | Normally, attaching works internally by attaching WE's. |
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206 | */ |
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207 | void WorldEntity::attachToNode(Ogre::SceneNode* node) |
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208 | { |
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209 | Ogre::Node* parent = this->node_->getParent(); |
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210 | if (parent) |
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211 | parent->removeChild(this->node_); |
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212 | node->addChild(this->node_); |
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213 | } |
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214 | |
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215 | /** |
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216 | @brief |
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217 | Detaches this object from a parent SceneNode. |
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218 | @Remarks |
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219 | Only use this method if you know exactly what you're doing! |
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220 | Normally, attaching works internally by attaching WE's. |
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221 | */ |
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222 | void WorldEntity::detachFromNode(Ogre::SceneNode* node) |
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223 | { |
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224 | node->removeChild(this->node_); |
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225 | // this->getScene()->getRootSceneNode()->addChild(this->node_); |
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226 | } |
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227 | |
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228 | /** |
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229 | @brief |
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230 | Network callback for the collision type. Only change the type if it was valid. |
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231 | */ |
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232 | void WorldEntity::collisionTypeChanged() |
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233 | { |
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234 | if (this->collisionTypeSynchronised_ != Dynamic && |
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235 | this->collisionTypeSynchronised_ != Kinematic && |
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236 | this->collisionTypeSynchronised_ != Static && |
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237 | this->collisionTypeSynchronised_ != None) |
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238 | { |
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239 | CCOUT(1) << "Error when collsion Type was received over network. Unknown enum value:" << this->collisionTypeSynchronised_ << std::endl; |
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240 | } |
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241 | else if (this->collisionTypeSynchronised_ != collisionType_) |
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242 | { |
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243 | if (this->parent_) |
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244 | CCOUT(2) << "Warning: Network connection tried to set the collision type of an attached WE. Ignoring." << std::endl; |
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245 | else |
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246 | this->setCollisionType(this->collisionTypeSynchronised_); |
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247 | } |
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248 | } |
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249 | |
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250 | //! Network callback for this->bPhysicsActive_ |
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251 | void WorldEntity::physicsActivityChanged() |
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252 | { |
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253 | if (this->bPhysicsActiveSynchronised_) |
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254 | this->activatePhysics(); |
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255 | else |
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256 | this->deactivatePhysics(); |
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257 | } |
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258 | |
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259 | //! Function sets whether Bullet should issue a callback on collisions |
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260 | void WorldEntity::collisionCallbackActivityChanged() |
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261 | { |
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262 | if (this->hasPhysics()) |
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263 | { |
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264 | if (this->bCollisionCallbackActive_) |
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265 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() | |
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266 | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); |
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267 | else |
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268 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & |
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269 | ~btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); |
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270 | } |
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271 | } |
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272 | |
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273 | //! Function sets whether Bullet should react itself to a collision |
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274 | void WorldEntity::collisionResponseActivityChanged() |
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275 | { |
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276 | if (this->hasPhysics()) |
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277 | { |
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278 | if (this->bCollisionResponseActive_) |
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279 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & |
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280 | ~btCollisionObject::CF_NO_CONTACT_RESPONSE); |
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281 | else |
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282 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() | |
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283 | btCollisionObject::CF_NO_CONTACT_RESPONSE); |
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284 | } |
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285 | } |
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286 | |
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287 | /** |
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288 | @brief |
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289 | Attaches a child WorldEntity to this object. This calls notifyBeingAttached() |
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290 | of the child WE. |
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291 | @Note |
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292 | The collision shape of the child object gets attached nevertheless. That also means |
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293 | that you can change the collision shape of the child and it correctly cascadeds the changes to this instance. |
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294 | Be aware of this implication: When implementing attaching of kinematic objects to others, you have to change |
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295 | this behaviour because you then might not want to merge the collision shapes. |
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296 | */ |
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297 | void WorldEntity::attach(WorldEntity* object) |
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298 | { |
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299 | if (object == this) |
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300 | { |
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301 | COUT(2) << "Warning: Can't attach a WorldEntity to itself." << std::endl; |
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302 | return; |
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303 | } |
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304 | |
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305 | if (!object->notifyBeingAttached(this)) |
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306 | return; |
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307 | |
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308 | this->attachNode(object->node_); |
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309 | this->children_.insert(object); |
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310 | |
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311 | this->attachCollisionShape(object->collisionShape_); |
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312 | // mass |
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313 | this->childrenMass_ += object->getMass(); |
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314 | recalculateMassProps(); |
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315 | } |
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316 | |
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317 | /** |
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318 | @brief |
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319 | Function gets called when this object is being attached to a new parent. |
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320 | |
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321 | This operation is only allowed if the collision types "like" each other. |
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322 | - You cannot a attach a non physical object to a physical one. |
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323 | - Dynamic object can NOT be attached at all. |
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324 | - It is also not possible to attach a kinematic to a dynamic one. |
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325 | - Attaching of kinematic objects otherwise is not yet supported. |
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326 | */ |
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327 | bool WorldEntity::notifyBeingAttached(WorldEntity* newParent) |
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328 | { |
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329 | // check first whether attaching is even allowed |
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330 | if (this->hasPhysics()) |
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331 | { |
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332 | if (!newParent->hasPhysics()) |
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333 | { |
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334 | COUT(2) << "Warning: Cannot attach a physical object to a non physical one." << std::endl; |
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335 | return false; |
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336 | } |
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337 | else if (this->isDynamic()) |
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338 | { |
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339 | COUT(2) << "Warning: Cannot attach a dynamic object to a WorldEntity." << std::endl; |
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340 | return false; |
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341 | } |
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342 | else if (this->isKinematic() && newParent->isDynamic()) |
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343 | { |
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344 | COUT(2) << "Warning: Cannot attach a kinematic object to a dynamic one." << std::endl; |
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345 | return false; |
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346 | } |
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347 | else if (this->isKinematic()) |
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348 | { |
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349 | COUT(2) << "Warning: Cannot attach a kinematic object to a static or kinematic one: Not yet implemented." << std::endl; |
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350 | return false; |
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351 | } |
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352 | } |
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353 | |
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354 | if (this->isPhysicsActive()) |
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355 | this->bPhysicsActiveBeforeAttaching_ = true; |
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356 | this->deactivatePhysics(); |
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357 | |
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358 | if (this->parent_) |
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359 | this->detachFromParent(); |
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360 | |
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361 | this->parent_ = newParent; |
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362 | this->parentID_ = newParent->getObjectID(); |
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363 | |
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364 | // apply transform to collision shape |
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365 | this->collisionShape_->setPosition(this->getPosition()); |
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366 | this->collisionShape_->setOrientation(this->getOrientation()); |
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367 | // TODO: Scale |
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368 | |
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369 | return true; |
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370 | } |
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371 | |
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372 | /** |
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373 | @brief |
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374 | Detaches a child WorldEntity from this instance. |
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375 | */ |
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376 | void WorldEntity::detach(WorldEntity* object) |
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377 | { |
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378 | if (this->children_.find(object) == this->children_.end()) |
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379 | { |
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380 | CCOUT(2) << "Warning: Cannot detach an object that is not a child." << std::endl; |
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381 | return; |
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382 | } |
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383 | |
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384 | // collision shapes |
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385 | this->detachCollisionShape(object->collisionShape_); |
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386 | |
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387 | // mass |
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388 | if (object->getMass() > 0.0f) |
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389 | { |
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390 | this->childrenMass_ -= object->getMass(); |
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391 | recalculateMassProps(); |
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392 | } |
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393 | |
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394 | this->detachNode(object->node_); |
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395 | this->children_.erase(object); |
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396 | |
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397 | object->notifyDetached(); |
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398 | } |
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399 | |
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400 | /** |
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401 | @brief |
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402 | Function gets called when the object has been detached from its parent. |
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403 | */ |
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404 | void WorldEntity::notifyDetached() |
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405 | { |
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406 | this->parent_ = 0; |
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407 | this->parentID_ = OBJECTID_UNKNOWN; |
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408 | |
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409 | // reset orientation of the collisionShape (cannot be set within a WE usually) |
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410 | this->collisionShape_->setPosition(Vector3::ZERO); |
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411 | this->collisionShape_->setOrientation(Quaternion::IDENTITY); |
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412 | // TODO: Scale |
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413 | |
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414 | if (this->bPhysicsActiveBeforeAttaching_) |
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415 | { |
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416 | this->activatePhysics(); |
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417 | this->bPhysicsActiveBeforeAttaching_ = false; |
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418 | } |
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419 | } |
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420 | |
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421 | //! Returns an attached object (merely for XMLPort). |
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422 | WorldEntity* WorldEntity::getAttachedObject(unsigned int index) |
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423 | { |
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424 | unsigned int i = 0; |
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425 | for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it) |
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426 | { |
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427 | if (i == index) |
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428 | return (*it); |
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429 | ++i; |
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430 | } |
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431 | return 0; |
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432 | } |
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433 | |
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434 | //! Attaches an Ogre::SceneNode to this WorldEntity. |
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435 | void WorldEntity::attachNode(Ogre::SceneNode* node) |
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436 | { |
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437 | Ogre::Node* parent = node->getParent(); |
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438 | if (parent) |
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439 | parent->removeChild(node); |
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440 | this->node_->addChild(node); |
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441 | } |
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442 | |
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443 | //! Detaches an Ogre::SceneNode from this WorldEntity. |
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444 | void WorldEntity::detachNode(Ogre::SceneNode* node) |
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445 | { |
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446 | this->node_->removeChild(node); |
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447 | // this->getScene()->getRootSceneNode()->addChild(node); |
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448 | } |
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449 | |
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450 | //! Attaches an Ogre::MovableObject to this WorldEntity. |
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451 | void WorldEntity::attachOgreObject(Ogre::MovableObject* object) |
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452 | { |
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453 | this->node_->attachObject(object); |
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454 | } |
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455 | |
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456 | //! Detaches an Ogre::MovableObject from this WorldEntity. |
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457 | void WorldEntity::detachOgreObject(Ogre::MovableObject* object) |
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458 | { |
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459 | this->node_->detachObject(object); |
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460 | } |
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461 | |
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462 | //! Detaches an Ogre::MovableObject (by string) from this WorldEntity. |
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463 | Ogre::MovableObject* WorldEntity::detachOgreObject(const Ogre::String& name) |
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464 | { |
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465 | return this->node_->detachObject(name); |
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466 | } |
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467 | |
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468 | //! Attaches a collision Shape to this object (delegated to the internal CompoundCollisionShape) |
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469 | void WorldEntity::attachCollisionShape(CollisionShape* shape) |
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470 | { |
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471 | this->collisionShape_->attach(shape); |
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472 | // Note: this->collisionShape_ already notifies us of any changes. |
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473 | } |
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474 | |
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475 | //! Detaches a collision Shape from this object (delegated to the internal CompoundCollisionShape) |
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476 | void WorldEntity::detachCollisionShape(CollisionShape* shape) |
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477 | { |
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478 | // Note: The collision shapes may not be detached with this function! |
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479 | this->collisionShape_->detach(shape); |
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480 | // Note: this->collisionShape_ already notifies us of any changes. |
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481 | } |
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482 | |
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483 | //! Returns an attached collision Shape of this object (delegated to the internal CompoundCollisionShape) |
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484 | CollisionShape* WorldEntity::getAttachedCollisionShape(unsigned int index) |
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485 | { |
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486 | return this->collisionShape_->getAttachedShape(index); |
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487 | } |
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488 | |
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489 | // Note: These functions are placed in WorldEntity.h as inline functions for the release build. |
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490 | #ifndef _NDEBUG |
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491 | const Vector3& WorldEntity::getPosition() const |
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492 | { |
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493 | return this->node_->getPosition(); |
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494 | } |
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495 | |
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496 | const Quaternion& WorldEntity::getOrientation() const |
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497 | { |
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498 | return this->node_->getOrientation(); |
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499 | } |
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500 | |
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501 | const Vector3& WorldEntity::getScale3D() const |
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502 | { |
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503 | return this->node_->getScale(); |
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504 | } |
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505 | #endif |
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506 | |
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507 | //! Returns the position relative to the root space |
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508 | const Vector3& WorldEntity::getWorldPosition() const |
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509 | { |
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510 | return this->node_->_getDerivedPosition(); |
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511 | } |
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512 | |
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513 | //! Returns the orientation relative to the root space |
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514 | const Quaternion& WorldEntity::getWorldOrientation() const |
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515 | { |
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516 | return this->node_->_getDerivedOrientation(); |
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517 | } |
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518 | |
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519 | //! Returns the scaling applied relative to the root space in 3 coordinates |
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520 | const Vector3& WorldEntity::getWorldScale3D() const |
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521 | { |
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522 | return this->node_->_getDerivedScale(); |
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523 | } |
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524 | |
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525 | /** |
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526 | @brief |
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527 | Returns the scaling applied relative to the root space in 3 coordinates |
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528 | @return |
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529 | Returns the scaling if it is uniform, 1.0f otherwise. |
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530 | */ |
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531 | float WorldEntity::getWorldScale() const |
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532 | { |
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533 | Vector3 scale = this->getWorldScale3D(); |
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534 | return (scale.x == scale.y && scale.x == scale.z) ? scale.x : 1; |
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535 | } |
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536 | |
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537 | /** |
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538 | @brief |
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539 | Sets the three dimensional scaling of this object. |
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540 | @Note |
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541 | Scaling physical objects has not yet been implemented and is therefore forbidden. |
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542 | */ |
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543 | void WorldEntity::setScale3D(const Vector3& scale) |
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544 | { |
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545 | /* |
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546 | HACK HACK HACK |
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547 | if (bScalePhysics && this->hasPhysics() && scale != Vector3::UNIT_SCALE) |
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548 | { |
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549 | CCOUT(2) << "Warning: Cannot set the scale of a physical object: Not yet implemented. Ignoring scaling." << std::endl; |
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550 | return; |
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551 | } |
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552 | HACK HACK HACK |
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553 | */ |
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554 | this->node_->setScale(scale); |
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555 | |
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556 | this->changedScale(); |
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557 | } |
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558 | |
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559 | /** |
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560 | @brief |
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561 | Translates this WorldEntity by a vector. |
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562 | @param relativeTo |
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563 | @see TransformSpace::Enum |
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564 | */ |
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565 | void WorldEntity::translate(const Vector3& distance, TransformSpace::Enum relativeTo) |
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566 | { |
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567 | switch (relativeTo) |
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568 | { |
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569 | case TransformSpace::Local: |
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570 | // position is relative to parent so transform downwards |
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571 | this->setPosition(this->getPosition() + this->getOrientation() * distance); |
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572 | break; |
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573 | case TransformSpace::Parent: |
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574 | this->setPosition(this->getPosition() + distance); |
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575 | break; |
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576 | case TransformSpace::World: |
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577 | // position is relative to parent so transform upwards |
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578 | if (this->node_->getParent()) |
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579 | setPosition(getPosition() + (node_->getParent()->_getDerivedOrientation().Inverse() * distance) |
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580 | / node_->getParent()->_getDerivedScale()); |
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581 | else |
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582 | this->setPosition(this->getPosition() + distance); |
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583 | break; |
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584 | } |
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585 | } |
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586 | |
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587 | /** |
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588 | @brief |
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589 | Rotates this WorldEntity by a quaternion. |
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590 | @param relativeTo |
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591 | @see TransformSpace::Enum |
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592 | */ |
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593 | void WorldEntity::rotate(const Quaternion& rotation, TransformSpace::Enum relativeTo) |
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594 | { |
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595 | switch(relativeTo) |
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596 | { |
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597 | case TransformSpace::Local: |
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598 | this->setOrientation(this->getOrientation() * rotation); |
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599 | break; |
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600 | case TransformSpace::Parent: |
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601 | // Rotations are normally relative to local axes, transform up |
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602 | this->setOrientation(rotation * this->getOrientation()); |
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603 | break; |
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604 | case TransformSpace::World: |
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605 | // Rotations are normally relative to local axes, transform up |
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606 | this->setOrientation(this->getOrientation() * this->getWorldOrientation().Inverse() |
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607 | * rotation * this->getWorldOrientation()); |
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608 | break; |
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609 | } |
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610 | } |
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611 | |
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612 | /** |
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613 | @brief |
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614 | Makes this WorldEntity look a specific target location. |
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615 | @param relativeTo |
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616 | @see TransformSpace::Enum |
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617 | @param localDirectionVector |
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618 | The vector which normally describes the natural direction of the object, usually -Z. |
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619 | */ |
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620 | void WorldEntity::lookAt(const Vector3& target, TransformSpace::Enum relativeTo, const Vector3& localDirectionVector) |
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621 | { |
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622 | Vector3 origin; |
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623 | switch (relativeTo) |
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624 | { |
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625 | case TransformSpace::Local: |
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626 | origin = Vector3::ZERO; |
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627 | break; |
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628 | case TransformSpace::Parent: |
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629 | origin = this->getPosition(); |
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630 | break; |
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631 | case TransformSpace::World: |
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632 | origin = this->getWorldPosition(); |
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633 | break; |
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634 | } |
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635 | this->setDirection(target - origin, relativeTo, localDirectionVector); |
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636 | } |
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637 | |
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638 | /** |
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639 | @brief |
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640 | Makes this WorldEntity look in specific direction. |
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641 | @param relativeTo |
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642 | @see TransformSpace::Enum |
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643 | @param localDirectionVector |
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644 | The vector which normally describes the natural direction of the object, usually -Z. |
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645 | */ |
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646 | void WorldEntity::setDirection(const Vector3& direction, TransformSpace::Enum relativeTo, const Vector3& localDirectionVector) |
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647 | { |
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648 | Quaternion savedOrientation(this->getOrientation()); |
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649 | Ogre::Node::TransformSpace ogreRelativeTo; |
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650 | switch (relativeTo) |
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651 | { |
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652 | case TransformSpace::Local: |
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653 | ogreRelativeTo = Ogre::Node::TS_LOCAL; break; |
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654 | case TransformSpace::Parent: |
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655 | ogreRelativeTo = Ogre::Node::TS_PARENT; break; |
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656 | case TransformSpace::World: |
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657 | ogreRelativeTo = Ogre::Node::TS_WORLD; break; |
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658 | } |
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659 | this->node_->setDirection(direction, ogreRelativeTo, localDirectionVector); |
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660 | Quaternion newOrientation(this->node_->getOrientation()); |
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661 | this->node_->setOrientation(savedOrientation); |
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662 | this->setOrientation(newOrientation); |
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663 | } |
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664 | |
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665 | //! Activates physics if the CollisionType is not None. |
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666 | void WorldEntity::activatePhysics() |
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667 | { |
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668 | if (this->isActive() && this->hasPhysics() && !this->isPhysicsActive() && !this->parent_) |
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669 | { |
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670 | this->getScene()->addPhysicalObject(this); |
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671 | this->bPhysicsActive_ = true; |
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672 | this->bPhysicsActiveSynchronised_ = true; |
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673 | } |
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674 | } |
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675 | |
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676 | //! Deactivates physics but the CollisionType does not change. |
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677 | void WorldEntity::deactivatePhysics() |
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678 | { |
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679 | if (this->isPhysicsActive()) |
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680 | { |
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681 | this->getScene()->removePhysicalObject(this); |
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682 | this->bPhysicsActive_ = false; |
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683 | this->bPhysicsActiveSynchronised_ = false; |
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684 | } |
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685 | } |
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686 | |
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687 | //! Tells whether the object has already been added to the Bullet physics World. |
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688 | bool WorldEntity::addedToPhysicalWorld() const |
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689 | { |
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690 | return this->physicalBody_ && this->physicalBody_->isInWorld(); |
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691 | } |
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692 | |
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693 | /** |
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694 | @brief |
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695 | Sets the CollisionType. This alters the object significantly! @see CollisionType. |
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696 | @Note |
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697 | Operation does not work on attached WorldEntities. |
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698 | */ |
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699 | void WorldEntity::setCollisionType(CollisionType type) |
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700 | { |
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701 | if (this->collisionType_ == type) |
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702 | return; |
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703 | |
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704 | // If we are already attached to a parent, this would be a bad idea.. |
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705 | if (this->parent_) |
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706 | { |
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707 | CCOUT(2) << "Warning: Cannot set the collision type of a WorldEntity with a parent." << std::endl; |
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708 | return; |
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709 | } |
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710 | |
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711 | // Check for type legality. Could be StaticEntity or MobileEntity. |
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712 | if (!this->isCollisionTypeLegal(type)) |
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713 | return; |
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714 | |
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715 | if (this->isPhysicsActive()) |
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716 | this->deactivatePhysics(); |
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717 | |
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718 | bool bReactivatePhysics = true; |
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719 | if (this->hasPhysics() && !this->isPhysicsActive()) |
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720 | bReactivatePhysics = false; |
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721 | |
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722 | // Check whether we have to create or destroy. |
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723 | if (type != None && this->collisionType_ == None) |
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724 | { |
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725 | /* |
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726 | HACK HACK HACK |
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727 | // Check whether there was some scaling applied. |
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728 | if (!this->node_->getScale().positionEquals(Vector3(1, 1, 1), 0.001)) |
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729 | { |
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730 | CCOUT(2) << "Warning: Cannot create a physical body if there is scaling applied to the node: Not yet implemented." << std::endl; |
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731 | return; |
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732 | } |
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733 | HACK HACK HACK |
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734 | */ |
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735 | // Create new rigid body |
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736 | btRigidBody::btRigidBodyConstructionInfo bodyConstructionInfo(0, this, this->collisionShape_->getCollisionShape()); |
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737 | this->physicalBody_ = new btRigidBody(bodyConstructionInfo); |
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738 | this->physicalBody_->setUserPointer(this); |
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739 | this->physicalBody_->setActivationState(DISABLE_DEACTIVATION); |
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740 | } |
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741 | else if (type == None && this->collisionType_ != None) |
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742 | { |
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743 | // Destroy rigid body |
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744 | assert(this->physicalBody_); |
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745 | deactivatePhysics(); |
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746 | delete this->physicalBody_; |
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747 | this->physicalBody_ = 0; |
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748 | this->collisionType_ = None; |
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749 | this->collisionTypeSynchronised_ = None; |
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750 | return; |
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751 | } |
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752 | |
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753 | // Change type |
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754 | switch (type) |
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755 | { |
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756 | case Dynamic: |
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757 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !(btCollisionObject::CF_STATIC_OBJECT | btCollisionObject::CF_KINEMATIC_OBJECT)); |
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758 | break; |
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759 | case Kinematic: |
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760 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_STATIC_OBJECT | btCollisionObject::CF_KINEMATIC_OBJECT); |
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761 | break; |
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762 | case Static: |
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763 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT); |
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764 | break; |
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765 | case None: |
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766 | assert(false); // Doesn't happen |
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767 | return; |
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768 | } |
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769 | this->collisionType_ = type; |
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770 | this->collisionTypeSynchronised_ = type; |
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771 | |
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772 | // update mass and inertia tensor |
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773 | recalculateMassProps(); |
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774 | internalSetPhysicsProps(); |
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775 | collisionCallbackActivityChanged(); |
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776 | collisionResponseActivityChanged(); |
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777 | if (bReactivatePhysics) |
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778 | activatePhysics(); |
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779 | } |
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780 | |
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781 | //! Sets the CollisionType by string (used for the XMLPort) |
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782 | void WorldEntity::setCollisionTypeStr(const std::string& typeStr) |
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783 | { |
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784 | std::string typeStrLower = getLowercase(typeStr); |
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785 | CollisionType type; |
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786 | if (typeStrLower == "dynamic") |
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787 | type = Dynamic; |
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788 | else if (typeStrLower == "static") |
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789 | type = Static; |
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790 | else if (typeStrLower == "kinematic") |
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791 | type = Kinematic; |
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792 | else if (typeStrLower == "none") |
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793 | type = None; |
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794 | else |
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795 | ThrowException(ParseError, std::string("Attempting to set an unknown collision type: '") + typeStr + "'."); |
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796 | this->setCollisionType(type); |
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797 | } |
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798 | |
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799 | //! Gets the CollisionType by string (used for the XMLPort) |
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800 | std::string WorldEntity::getCollisionTypeStr() const |
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801 | { |
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802 | switch (this->getCollisionType()) |
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803 | { |
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804 | case Dynamic: |
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805 | return "dynamic"; |
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806 | case Kinematic: |
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807 | return "kinematic"; |
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808 | case Static: |
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809 | return "static"; |
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810 | case None: |
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811 | return "none"; |
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812 | default: |
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813 | assert(false); |
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814 | return ""; |
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815 | } |
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816 | } |
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817 | |
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818 | /** |
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819 | @brief |
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820 | Recalculates the accumulated child mass and calls recalculateMassProps() |
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821 | and notifies the parent of the change. |
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822 | @Note |
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823 | Called by a child WE |
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824 | */ |
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825 | void WorldEntity::notifyChildMassChanged() |
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826 | { |
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827 | // Note: CollisionShape changes of a child get handled over the internal CompoundCollisionShape already |
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828 | // Recalculate mass |
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829 | this->childrenMass_ = 0.0f; |
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830 | for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it) |
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831 | this->childrenMass_ += (*it)->getMass(); |
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832 | recalculateMassProps(); |
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833 | // Notify parent WE |
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834 | if (this->parent_) |
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835 | parent_->notifyChildMassChanged(); |
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836 | } |
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837 | |
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838 | /** |
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839 | @brief |
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840 | Undertakes the necessary steps to change the collision shape in Bullet, even at runtime. |
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841 | @Note |
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842 | - called by this->collisionShape_ |
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843 | - May have a REALLY big overhead when called continuously at runtime, because then we need |
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844 | to remove the physical body from Bullet and add it again. |
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845 | */ |
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846 | void WorldEntity::notifyCollisionShapeChanged() |
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847 | { |
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848 | if (hasPhysics()) |
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849 | { |
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850 | // Bullet doesn't like sudden changes of the collision shape, so we remove and add it again |
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851 | if (this->addedToPhysicalWorld()) |
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852 | { |
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853 | this->deactivatePhysics(); |
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854 | this->physicalBody_->setCollisionShape(this->collisionShape_->getCollisionShape()); |
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855 | this->activatePhysics(); |
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856 | } |
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857 | else |
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858 | this->physicalBody_->setCollisionShape(this->collisionShape_->getCollisionShape()); |
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859 | } |
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860 | recalculateMassProps(); |
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861 | } |
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862 | |
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863 | //! Updates all mass dependent parameters (mass, inertia tensor and child mass) |
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864 | void WorldEntity::recalculateMassProps() |
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865 | { |
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866 | // Store local inertia for faster access. Evaluates to (0,0,0) if there is no collision shape. |
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867 | float totalMass = this->mass_ + this->childrenMass_; |
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868 | this->collisionShape_->calculateLocalInertia(totalMass, this->localInertia_); |
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869 | if (this->hasPhysics()) |
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870 | { |
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871 | if (this->isStatic()) |
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872 | { |
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873 | // Just set everything to zero |
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874 | this->physicalBody_->setMassProps(0.0f, btVector3(0, 0, 0)); |
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875 | } |
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876 | else if ((this->mass_ + this->childrenMass_) == 0.0f) |
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877 | { |
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878 | // Use default values to avoid very large or very small values |
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879 | CCOUT(4) << "Warning: Setting the internal physical mass to 1.0 because mass_ is 0.0" << std::endl; |
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880 | btVector3 inertia(0, 0, 0); |
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881 | this->collisionShape_->calculateLocalInertia(1.0f, inertia); |
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882 | this->physicalBody_->setMassProps(1.0f, inertia); |
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883 | } |
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884 | else |
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885 | { |
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886 | this->physicalBody_->setMassProps(totalMass, this->localInertia_); |
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887 | } |
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888 | } |
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889 | } |
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890 | |
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891 | //! Copies our own parameters for restitution, angular factor, dampings and friction to the bullet rigid body. |
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892 | void WorldEntity::internalSetPhysicsProps() |
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893 | { |
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894 | if (this->hasPhysics()) |
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895 | { |
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896 | this->physicalBody_->setRestitution(this->restitution_); |
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897 | this->physicalBody_->setAngularFactor(this->angularFactor_); |
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898 | this->physicalBody_->setDamping(this->linearDamping_, this->angularDamping_); |
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899 | this->physicalBody_->setFriction(this->friction_); |
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900 | } |
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901 | } |
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902 | } |
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