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source: code/branches/soundEffects/src/orxonox/worldentities/MobileEntity.cc @ 10317

Last change on this file since 10317 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 9.0 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#include "MobileEntity.h"
30
31#include <OgreSceneNode.h>
32#include <BulletDynamics/Dynamics/btRigidBody.h>
33
34#include "core/CoreIncludes.h"
35#include "core/XMLPort.h"
36
37#include "Scene.h"
38
39namespace orxonox
40{
41    MobileEntity::MobileEntity(BaseObject* creator) : WorldEntity(creator)
42    {
43        RegisterObject(MobileEntity);
44
45        this->linearAcceleration_  = Vector3::ZERO;
46        this->linearVelocity_      = Vector3::ZERO;
47        this->angularAcceleration_ = Vector3::ZERO;
48        this->angularVelocity_     = Vector3::ZERO;
49    }
50
51    MobileEntity::~MobileEntity()
52    {
53    }
54
55    void MobileEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
56    {
57        SUPER(MobileEntity, XMLPort, xmlelement, mode);
58
59        XMLPortParamTemplate(MobileEntity, "velocity",     setVelocity,     getVelocity,     xmlelement, mode, const Vector3&);
60
61        Vector3 rotationAxis(this->getRotationAxis());
62        Degree rotationRate = this->getRotationRate();
63        XMLPortParamVariable(MobileEntity, "rotationaxis", rotationAxis, xmlelement, mode);
64        XMLPortParamVariable(MobileEntity, "rotationrate", rotationRate, xmlelement, mode);
65        if (mode == XMLPort::LoadObject)
66        {
67            if (rotationAxis == Vector3::ZERO)
68                this->setAngularVelocity(Vector3::ZERO);
69            else
70                this->setAngularVelocity(rotationAxis.normalisedCopy() * rotationRate.valueRadians());
71        }
72    }
73
74    void MobileEntity::tick(float dt)
75    {
76        if (this->isActive())
77        {
78            // Check whether Bullet doesn't do the physics for us
79            if (!this->isDynamic())
80            {
81                // Linear part
82                this->linearVelocity_.x += this->linearAcceleration_.x * dt;
83                this->linearVelocity_.y += this->linearAcceleration_.y * dt;
84                this->linearVelocity_.z += this->linearAcceleration_.z * dt;
85                this->node_->translate(this->linearVelocity_ * dt);
86
87                // Angular part
88                // Note: angularVelocity_ is a Quaternion with w = 0 while angularAcceleration_ is a Vector3
89                this->angularVelocity_.x += angularAcceleration_.x * dt;
90                this->angularVelocity_.y += angularAcceleration_.y * dt;
91                this->angularVelocity_.z += angularAcceleration_.z * dt;
92                // Calculate new orientation with quaternion derivative. This is about 30% faster than with angle/axis method.
93                float mult = dt * 0.5f;
94                // TODO: this could be optimized by writing it out. The calls currently create 4 new Quaternions!
95                Quaternion newOrientation(0.0f, this->angularVelocity_.x * mult, this->angularVelocity_.y * mult, this->angularVelocity_.z * mult);
96                newOrientation = this->node_->getOrientation() + newOrientation * this->node_->getOrientation();
97                newOrientation.normalise();
98                this->node_->setOrientation(newOrientation);
99            }
100        }
101    }
102
103    void MobileEntity::setPosition(const Vector3& position)
104    {
105        if (this->isDynamic())
106        {
107            btTransform transf = this->physicalBody_->getWorldTransform();
108            transf.setOrigin(btVector3(position.x, position.y, position.z));
109            this->physicalBody_->setWorldTransform(transf);
110        }
111
112        this->node_->setPosition(position);
113    }
114
115    void MobileEntity::setOrientation(const Quaternion& orientation)
116    {
117        if (this->isDynamic())
118        {
119            btTransform transf = this->physicalBody_->getWorldTransform();
120            transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w));
121            this->physicalBody_->setWorldTransform(transf);
122        }
123
124        this->node_->setOrientation(orientation);
125    }
126
127    void MobileEntity::setVelocity(const Vector3& velocity)
128    {
129        if (this->isDynamic())
130            this->physicalBody_->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z));
131
132        this->linearVelocity_ = velocity;
133    }
134
135    void MobileEntity::setAngularVelocity(const Vector3& velocity)
136    {
137        if (this->isDynamic())
138            this->physicalBody_->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z));
139
140        this->angularVelocity_ = velocity;
141    }
142
143    void MobileEntity::setAcceleration(const Vector3& acceleration)
144    {
145        if (this->isDynamic())
146        {
147            this->physicalBody_->applyCentralForce(btVector3(acceleration.x * this->getMass(), acceleration.y * this->getMass(), acceleration.z * this->getMass()));
148        }
149
150        // If not bullet-managed (deprecated? SpaceShip doesn't use this anymore for movement) TODO: Find out!
151        this->linearAcceleration_ = acceleration;
152    }
153
154    /**
155    @brief
156        Adds the input acceleration at the input position to the MobileEntity.
157    @param acceleration
158        The acceleration to be additionally applied to the MobileEntity.
159    @param relativePosition
160        The position relative to the MobileEntity at which the acceleration is applied.
161    */
162    void MobileEntity::addAcceleration(const Vector3 &acceleration, const Vector3 &relativePosition)
163    {
164        if(this->isDynamic())
165        {
166            this->physicalBody_->applyForce(this->getMass() * btVector3(acceleration.x, acceleration.y, acceleration.z), btVector3(relativePosition.x, relativePosition.y, relativePosition.z));
167        }
168    }
169
170    void MobileEntity::setAngularAcceleration(const Vector3& acceleration)
171    {
172        if (this->isDynamic())
173        {
174            btVector3 inertia(btVector3(1, 1, 1) / this->physicalBody_->getInvInertiaDiagLocal());
175            this->physicalBody_->applyTorque(btVector3(acceleration.x, acceleration.y, acceleration.z) * inertia);
176        }
177
178        this->angularAcceleration_ = acceleration;
179    }
180
181    void MobileEntity::applyCentralForce(const Vector3& force)
182    {
183        if (this->isDynamic())
184            this->physicalBody_->applyCentralForce(btVector3(force.x * this->getMass(), force.y * this->getMass(), force.z * this->getMass()));
185    }
186
187    bool MobileEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const
188    {
189        if (type == WorldEntity::Static)
190        {
191            orxout(internal_warning) << "Cannot tell a MobileEntity to have static collision type! Ignoring." << endl;
192            assert(false); // Only in debug mode
193            return false;
194        }
195        else
196            return true;
197    }
198
199    void MobileEntity::setWorldTransform(const btTransform& worldTrans)
200    {
201        // We use a dynamic body. So we translate our node accordingly.
202        this->node_->setPosition(Vector3(worldTrans.getOrigin().x(), worldTrans.getOrigin().y(), worldTrans.getOrigin().z()));
203        btQuaternion temp(worldTrans.getRotation());
204        this->node_->setOrientation(Quaternion(temp.w(), temp.x(), temp.y(), temp.z()));
205        this->linearVelocity_.x = this->physicalBody_->getLinearVelocity().x();
206        this->linearVelocity_.y = this->physicalBody_->getLinearVelocity().y();
207        this->linearVelocity_.z = this->physicalBody_->getLinearVelocity().z();
208        this->angularVelocity_.x = this->physicalBody_->getAngularVelocity().x();
209        this->angularVelocity_.y = this->physicalBody_->getAngularVelocity().y();
210        this->angularVelocity_.z = this->physicalBody_->getAngularVelocity().z();
211    }
212
213    void MobileEntity::getWorldTransform(btTransform& worldTrans) const
214    {
215        // We use a kinematic body
216        worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z));
217        worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w));
218        if (this->isDynamic())
219        {
220            // This function gets called only once for dynamic objects to set the initial conditions
221            // We have to set the velocities too.
222            this->physicalBody_->setLinearVelocity(btVector3(linearVelocity_.x, linearVelocity_.y, linearVelocity_.z));
223            this->physicalBody_->setAngularVelocity(btVector3(angularVelocity_.x, angularVelocity_.y, angularVelocity_.z));
224        }
225    }
226}
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