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source: code/branches/toonshader/src/orxonox/objects/worldentities/WorldEntity.cc @ 5910

Last change on this file since 5910 was 2855, checked in by rgrieder, 16 years ago

Two small fixes.

  • Property svn:eol-style set to native
File size: 33.9 KB
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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 *      Fabian 'x3n' Landau
24 *      Reto Grieder (physics)
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "OrxonoxStableHeaders.h"
31#include "WorldEntity.h"
32
33#include <cassert>
34#include <OgreSceneNode.h>
35#include <OgreSceneManager.h>
36#include "BulletDynamics/Dynamics/btRigidBody.h"
37
38#include "util/Exception.h"
39#include "util/Convert.h"
40#include "core/CoreIncludes.h"
41#include "core/XMLPort.h"
42
43#include "objects/Scene.h"
44#include "objects/collisionshapes/WorldEntityCollisionShape.h"
45
46namespace orxonox
47{
48    const Vector3 WorldEntity::FRONT = Vector3::NEGATIVE_UNIT_Z;
49    const Vector3 WorldEntity::BACK  = Vector3::UNIT_Z;
50    const Vector3 WorldEntity::LEFT  = Vector3::NEGATIVE_UNIT_X;
51    const Vector3 WorldEntity::RIGHT = Vector3::UNIT_X;
52    const Vector3 WorldEntity::DOWN  = Vector3::NEGATIVE_UNIT_Y;
53    const Vector3 WorldEntity::UP    = Vector3::UNIT_Y;
54
55    /**
56    @brief
57        Creates a new WorldEntity that may immediately be used.
58        All the default values are being set here.
59    */
60    WorldEntity::WorldEntity(BaseObject* creator) : BaseObject(creator), Synchronisable(creator)
61    {
62        RegisterObject(WorldEntity);
63
64        if (!this->getScene() || !this->getScene()->getRootSceneNode())
65            ThrowException(AbortLoading, "Can't create WorldEntity, no scene or no root-scenenode given.");
66
67        this->node_ = this->getScene()->getRootSceneNode()->createChildSceneNode();
68
69        this->parent_ = 0;
70        this->parentID_ = OBJECTID_UNKNOWN;
71
72        this->node_->setPosition(Vector3::ZERO);
73        this->node_->setOrientation(Quaternion::IDENTITY);
74
75
76        // Default behaviour does not include physics
77        this->physicalBody_   = 0;
78        this->bPhysicsActive_ = false;
79        this->bPhysicsActiveSynchronised_    = false;
80        this->bPhysicsActiveBeforeAttaching_ = false;
81        this->collisionShape_ = new WorldEntityCollisionShape(this);
82        this->collisionType_             = None;
83        this->collisionTypeSynchronised_ = None;
84        this->mass_           = 0;
85        this->childrenMass_   = 0;
86        // Using bullet default values
87        this->restitution_    = 0;
88        this->angularFactor_  = 1;
89        this->linearDamping_  = 0;
90        this->angularDamping_ = 0;
91        this->friction_       = 0.5;
92        this->bCollisionCallbackActive_ = false;
93        this->bCollisionResponseActive_ = true;
94
95        this->registerVariables();
96    }
97
98    /**
99    @brief
100        Destroys the WorldEntity AND ALL its children with it.
101    */
102    WorldEntity::~WorldEntity()
103    {
104        if (this->isInitialized())
105        {
106            if (this->parent_)
107                this->detachFromParent();
108
109            for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); )
110                delete (*(it++));
111
112            if (this->physicalBody_)
113            {
114                this->deactivatePhysics();
115                delete this->physicalBody_;
116            }
117            delete this->collisionShape_;
118
119            this->node_->detachAllObjects();
120            this->node_->removeAllChildren();
121
122            OrxAssert(this->getScene()->getSceneManager(), "No SceneManager defined in a WorldEntity.");
123            this->getScene()->getSceneManager()->destroySceneNode(this->node_->getName());
124        }
125    }
126
127    void WorldEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
128    {
129        SUPER(WorldEntity, XMLPort, xmlelement, mode);
130
131        XMLPortParamTemplate(WorldEntity, "position",    setPosition,    getPosition,    xmlelement, mode, const Vector3&);
132        XMLPortParamTemplate(WorldEntity, "orientation", setOrientation, getOrientation, xmlelement, mode, const Quaternion&);
133        XMLPortParamTemplate(WorldEntity, "scale3D",     setScale3D,     getScale3D,     xmlelement, mode, const Vector3&);
134        XMLPortParam        (WorldEntity, "scale",       setScale,       getScale,       xmlelement, mode);
135        XMLPortParamLoadOnly(WorldEntity, "lookat",      lookAt_xmlport,       xmlelement, mode);
136        XMLPortParamLoadOnly(WorldEntity, "direction",   setDirection_xmlport, xmlelement, mode);
137        XMLPortParamLoadOnly(WorldEntity, "yaw",         yaw_xmlport,          xmlelement, mode);
138        XMLPortParamLoadOnly(WorldEntity, "pitch",       pitch_xmlport,        xmlelement, mode);
139        XMLPortParamLoadOnly(WorldEntity, "roll",        roll_xmlport,         xmlelement, mode);
140
141        // Physics
142        XMLPortParam(WorldEntity, "collisionType",     setCollisionTypeStr,  getCollisionTypeStr,  xmlelement, mode);
143        XMLPortParam(WorldEntity, "collisionResponse", setCollisionResponse, hasCollisionResponse, xmlelement, mode);
144        XMLPortParam(WorldEntity, "mass",              setMass,              getMass,              xmlelement, mode);
145        XMLPortParam(WorldEntity, "restitution",       setRestitution,       getRestitution,       xmlelement, mode);
146        XMLPortParam(WorldEntity, "angularFactor",     setAngularFactor,     getAngularFactor,     xmlelement, mode);
147        XMLPortParam(WorldEntity, "linearDamping",     setLinearDamping,     getLinearDamping,     xmlelement, mode);
148        XMLPortParam(WorldEntity, "angularDamping",    setAngularDamping,    getAngularDamping,    xmlelement, mode);
149        XMLPortParam(WorldEntity, "friction",          setFriction,          getFriction,          xmlelement, mode);
150
151        // Other attached WorldEntities
152        XMLPortObject(WorldEntity, WorldEntity, "attached", attach, getAttachedObject, xmlelement, mode);
153        // Attached collision shapes
154        XMLPortObject(WorldEntity, CollisionShape, "collisionShapes", attachCollisionShape, getAttachedCollisionShape, xmlelement, mode);
155    }
156
157    void WorldEntity::registerVariables()
158    {
159        registerVariable(this->mainStateName_,  variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedMainState));
160
161        registerVariable(this->bActive_,        variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedActivity));
162        registerVariable(this->bVisible_,       variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedVisibility));
163
164        registerVariable(this->getScale3D(),    variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::scaleChanged));
165
166        // Physics stuff
167        registerVariable(this->mass_,           variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::massChanged));
168        registerVariable(this->restitution_,    variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::restitutionChanged));
169        registerVariable(this->angularFactor_,  variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::angularFactorChanged));
170        registerVariable(this->linearDamping_,  variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::linearDampingChanged));
171        registerVariable(this->angularDamping_, variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::angularDampingChanged));
172        registerVariable(this->friction_,       variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::frictionChanged));
173        registerVariable(this->bCollisionCallbackActive_,
174                                                variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionCallbackActivityChanged));
175        registerVariable(this->bCollisionResponseActive_,
176                                                variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionResponseActivityChanged));
177        registerVariable((int&)this->collisionTypeSynchronised_,
178                                                variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionTypeChanged));
179        registerVariable(this->bPhysicsActiveSynchronised_,
180                                                variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::physicsActivityChanged));
181
182        // Attach to parent if necessary
183        registerVariable(this->parentID_,       variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::networkcallback_parentChanged));
184    }
185
186    /**
187    @brief
188        Network function that object this instance to its correct parent.
189    */
190    void WorldEntity::networkcallback_parentChanged()
191    {
192        if (this->parentID_ != OBJECTID_UNKNOWN)
193        {
194            WorldEntity* parent = dynamic_cast<WorldEntity*>(Synchronisable::getSynchronisable(this->parentID_));
195            if (parent)
196                this->attachToParent(parent);
197        }
198    }
199
200    /**
201    @brief
202        Attaches this object to a parent SceneNode.
203    @Remarks
204        Only use this method if you know exactly what you're doing!
205        Normally, attaching works internally by attaching WE's.
206    */
207    void WorldEntity::attachToNode(Ogre::SceneNode* node)
208    {
209        Ogre::Node* parent = this->node_->getParent();
210        if (parent)
211            parent->removeChild(this->node_);
212        node->addChild(this->node_);
213    }
214
215    /**
216    @brief
217        Detaches this object from a parent SceneNode.
218    @Remarks
219        Only use this method if you know exactly what you're doing!
220        Normally, attaching works internally by attaching WE's.
221    */
222    void WorldEntity::detachFromNode(Ogre::SceneNode* node)
223    {
224        node->removeChild(this->node_);
225//        this->getScene()->getRootSceneNode()->addChild(this->node_);
226    }
227
228    /**
229    @brief
230        Network callback for the collision type. Only change the type if it was valid.
231    */
232    void WorldEntity::collisionTypeChanged()
233    {
234        if (this->collisionTypeSynchronised_ != Dynamic &&
235            this->collisionTypeSynchronised_ != Kinematic &&
236            this->collisionTypeSynchronised_ != Static &&
237            this->collisionTypeSynchronised_ != None)
238        {
239            CCOUT(1) << "Error when collsion Type was received over network. Unknown enum value:" << this->collisionTypeSynchronised_ << std::endl;
240        }
241        else if (this->collisionTypeSynchronised_ != collisionType_)
242        {
243            if (this->parent_)
244                CCOUT(2) << "Warning: Network connection tried to set the collision type of an attached WE. Ignoring." << std::endl;
245            else
246                this->setCollisionType(this->collisionTypeSynchronised_);
247        }
248    }
249
250    //! Network callback for this->bPhysicsActive_
251    void WorldEntity::physicsActivityChanged()
252    {
253        if (this->bPhysicsActiveSynchronised_)
254            this->activatePhysics();
255        else
256            this->deactivatePhysics();
257    }
258
259    //! Function sets whether Bullet should issue a callback on collisions
260    void WorldEntity::collisionCallbackActivityChanged()
261    {
262        if (this->hasPhysics())
263        {
264            if (this->bCollisionCallbackActive_)
265                this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() |
266                    btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
267            else
268                this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() &
269                    ~btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
270        }
271    }
272
273    //! Function sets whether Bullet should react itself to a collision
274    void WorldEntity::collisionResponseActivityChanged()
275    {
276        if (this->hasPhysics())
277        {
278            if (this->bCollisionResponseActive_)
279                this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() &
280                    ~btCollisionObject::CF_NO_CONTACT_RESPONSE);
281            else
282                this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() |
283                    btCollisionObject::CF_NO_CONTACT_RESPONSE);
284        }
285    }
286
287    /**
288    @brief
289        Attaches a child WorldEntity to this object. This calls notifyBeingAttached()
290        of the child WE.
291    @Note
292        The collision shape of the child object gets attached nevertheless. That also means
293        that you can change the collision shape of the child and it correctly cascadeds the changes to this instance.
294        Be aware of this implication: When implementing attaching of kinematic objects to others, you have to change
295        this behaviour because you then might not want to merge the collision shapes.
296    */
297    void WorldEntity::attach(WorldEntity* object)
298    {
299        if (object == this)
300        {
301            COUT(2) << "Warning: Can't attach a WorldEntity to itself." << std::endl;
302            return;
303        }
304
305        if (!object->notifyBeingAttached(this))
306            return;
307
308        this->attachNode(object->node_);
309        this->children_.insert(object);
310
311        this->attachCollisionShape(object->collisionShape_);
312        // mass
313        this->childrenMass_ += object->getMass();
314        recalculateMassProps();
315    }
316
317    /**
318    @brief
319        Function gets called when this object is being attached to a new parent.
320
321        This operation is only allowed if the collision types "like" each other.
322        - You cannot a attach a non physical object to a physical one.
323        - Dynamic object can NOT be attached at all.
324        - It is also not possible to attach a kinematic to a dynamic one.
325        - Attaching of kinematic objects otherwise is not yet supported.
326    */
327    bool WorldEntity::notifyBeingAttached(WorldEntity* newParent)
328    {
329        // check first whether attaching is even allowed
330        if (this->hasPhysics())
331        {
332            if (!newParent->hasPhysics())
333            {
334                COUT(2) << "Warning: Cannot attach a physical object to a non physical one." << std::endl;
335                return false;
336            }
337            else if (this->isDynamic())
338            {
339                COUT(2) << "Warning: Cannot attach a dynamic object to a WorldEntity." << std::endl;
340                return false;
341            }
342            else if (this->isKinematic() && newParent->isDynamic())
343            {
344                COUT(2) << "Warning: Cannot attach a kinematic object to a dynamic one." << std::endl;
345                return false;
346            }
347            else if (this->isKinematic())
348            {
349                COUT(2) << "Warning: Cannot attach a kinematic object to a static or kinematic one: Not yet implemented." << std::endl;
350                return false;
351            }
352        }
353
354        if (this->isPhysicsActive())
355            this->bPhysicsActiveBeforeAttaching_ = true;
356        this->deactivatePhysics();
357
358        if (this->parent_)
359            this->detachFromParent();
360
361        this->parent_ = newParent;
362        this->parentID_ = newParent->getObjectID();
363
364        this->parentChanged();
365
366        // apply transform to collision shape
367        this->collisionShape_->setPosition(this->getPosition());
368        this->collisionShape_->setOrientation(this->getOrientation());
369        // TODO: Scale
370
371        return true;
372    }
373
374    /**
375    @brief
376        Detaches a child WorldEntity from this instance.
377    */
378    void WorldEntity::detach(WorldEntity* object)
379    {
380        if (this->children_.find(object) == this->children_.end())
381        {
382            CCOUT(2) << "Warning: Cannot detach an object that is not a child." << std::endl;
383            return;
384        }
385
386        // collision shapes
387        this->detachCollisionShape(object->collisionShape_);
388
389        // mass
390        if (object->getMass() > 0.0f)
391        {
392            this->childrenMass_ -= object->getMass();
393            recalculateMassProps();
394        }
395
396        this->detachNode(object->node_);
397        this->children_.erase(object);
398
399        object->notifyDetached();
400    }
401
402    /**
403    @brief
404        Function gets called when the object has been detached from its parent.
405    */
406    void WorldEntity::notifyDetached()
407    {
408        this->parent_ = 0;
409        this->parentID_ = OBJECTID_UNKNOWN;
410
411        this->parentChanged();
412
413        // reset orientation of the collisionShape (cannot be set within a WE usually)
414        this->collisionShape_->setPosition(Vector3::ZERO);
415        this->collisionShape_->setOrientation(Quaternion::IDENTITY);
416        // TODO: Scale
417
418        if (this->bPhysicsActiveBeforeAttaching_)
419        {
420            this->activatePhysics();
421            this->bPhysicsActiveBeforeAttaching_ = false;
422        }
423    }
424
425    //! Returns an attached object (merely for XMLPort).
426    WorldEntity* WorldEntity::getAttachedObject(unsigned int index)
427    {
428        unsigned int i = 0;
429        for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it)
430        {
431            if (i == index)
432                return (*it);
433            ++i;
434        }
435        return 0;
436    }
437
438    //! Attaches an Ogre::SceneNode to this WorldEntity.
439    void WorldEntity::attachNode(Ogre::SceneNode* node)
440    {
441        Ogre::Node* parent = node->getParent();
442        if (parent)
443            parent->removeChild(node);
444        this->node_->addChild(node);
445    }
446
447    //! Detaches an Ogre::SceneNode from this WorldEntity.
448    void WorldEntity::detachNode(Ogre::SceneNode* node)
449    {
450        this->node_->removeChild(node);
451//        this->getScene()->getRootSceneNode()->addChild(node);
452    }
453
454    //! Attaches an Ogre::MovableObject to this WorldEntity.
455    void WorldEntity::attachOgreObject(Ogre::MovableObject* object)
456    {
457        this->node_->attachObject(object);
458    }
459
460    //! Detaches an Ogre::MovableObject from this WorldEntity.
461    void WorldEntity::detachOgreObject(Ogre::MovableObject* object)
462    {
463        this->node_->detachObject(object);
464    }
465
466    //! Detaches an Ogre::MovableObject (by string) from this WorldEntity.
467    Ogre::MovableObject* WorldEntity::detachOgreObject(const Ogre::String& name)
468    {
469        return this->node_->detachObject(name);
470    }
471
472    //! Attaches a collision Shape to this object (delegated to the internal CompoundCollisionShape)
473    void WorldEntity::attachCollisionShape(CollisionShape* shape)
474    {
475        this->collisionShape_->attach(shape);
476        // Note: this->collisionShape_ already notifies us of any changes.
477    }
478
479    //! Detaches a collision Shape from this object (delegated to the internal CompoundCollisionShape)
480    void WorldEntity::detachCollisionShape(CollisionShape* shape)
481    {
482        // Note: The collision shapes may not be detached with this function!
483        this->collisionShape_->detach(shape);
484        // Note: this->collisionShape_ already notifies us of any changes.
485    }
486
487    //! Returns an attached collision Shape of this object (delegated to the internal CompoundCollisionShape)
488    CollisionShape* WorldEntity::getAttachedCollisionShape(unsigned int index)
489    {
490        return this->collisionShape_->getAttachedShape(index);
491    }
492
493    // Note: These functions are placed in WorldEntity.h as inline functions for the release build.
494#ifndef NDEBUG
495    const Vector3& WorldEntity::getPosition() const
496    {
497        return this->node_->getPosition();
498    }
499
500    const Quaternion& WorldEntity::getOrientation() const
501    {
502        return this->node_->getOrientation();
503    }
504
505    const Vector3& WorldEntity::getScale3D() const
506    {
507        return this->node_->getScale();
508    }
509#endif
510
511    //! Returns the position relative to the root space
512    const Vector3& WorldEntity::getWorldPosition() const
513    {
514        return this->node_->_getDerivedPosition();
515    }
516
517    //! Returns the orientation relative to the root space
518    const Quaternion& WorldEntity::getWorldOrientation() const
519    {
520        return this->node_->_getDerivedOrientation();
521    }
522
523    //! Returns the scaling applied relative to the root space in 3 coordinates
524    const Vector3& WorldEntity::getWorldScale3D() const
525    {
526        return this->node_->_getDerivedScale();
527    }
528
529    /**
530    @brief
531        Returns the scaling applied relative to the root space in 3 coordinates
532    @return
533        Returns the scaling if it is uniform, 1.0f otherwise.
534    */
535    float WorldEntity::getWorldScale() const
536    {
537        Vector3 scale = this->getWorldScale3D();
538        return (scale.x == scale.y && scale.x == scale.z) ? scale.x : 1;
539    }
540
541    /**
542    @brief
543        Sets the three dimensional scaling of this object.
544    @Note
545        Scaling physical objects has not yet been implemented and is therefore forbidden.
546    */
547    void WorldEntity::setScale3D(const Vector3& scale)
548    {
549/*
550HACK HACK HACK
551        if (bScalePhysics && this->hasPhysics() && scale != Vector3::UNIT_SCALE)
552        {
553            CCOUT(2) << "Warning: Cannot set the scale of a physical object: Not yet implemented. Ignoring scaling." << std::endl;
554            return;
555        }
556HACK HACK HACK
557*/
558        this->node_->setScale(scale);
559
560        this->changedScale();
561    }
562
563    /**
564    @brief
565        Translates this WorldEntity by a vector.
566    @param relativeTo
567        @see TransformSpace::Enum
568    */
569    void WorldEntity::translate(const Vector3& distance, TransformSpace::Enum relativeTo)
570    {
571        switch (relativeTo)
572        {
573        case TransformSpace::Local:
574            // position is relative to parent so transform downwards
575            this->setPosition(this->getPosition() + this->getOrientation() * distance);
576            break;
577        case TransformSpace::Parent:
578            this->setPosition(this->getPosition() + distance);
579            break;
580        case TransformSpace::World:
581            // position is relative to parent so transform upwards
582            if (this->node_->getParent())
583                setPosition(getPosition() + (node_->getParent()->_getDerivedOrientation().Inverse() * distance)
584                    / node_->getParent()->_getDerivedScale());
585            else
586                this->setPosition(this->getPosition() + distance);
587            break;
588        }
589    }
590
591    /**
592    @brief
593        Rotates this WorldEntity by a quaternion.
594    @param relativeTo
595        @see TransformSpace::Enum
596    */
597    void WorldEntity::rotate(const Quaternion& rotation, TransformSpace::Enum relativeTo)
598    {
599        switch(relativeTo)
600        {
601        case TransformSpace::Local:
602            this->setOrientation(this->getOrientation() * rotation);
603            break;
604        case TransformSpace::Parent:
605            // Rotations are normally relative to local axes, transform up
606            this->setOrientation(rotation * this->getOrientation());
607            break;
608        case TransformSpace::World:
609            // Rotations are normally relative to local axes, transform up
610            this->setOrientation(this->getOrientation() * this->getWorldOrientation().Inverse()
611                * rotation * this->getWorldOrientation());
612            break;
613        }
614    }
615
616    /**
617    @brief
618        Makes this WorldEntity look a specific target location.
619    @param relativeTo
620        @see TransformSpace::Enum
621    @param localDirectionVector
622        The vector which normally describes the natural direction of the object, usually -Z.
623    */
624    void WorldEntity::lookAt(const Vector3& target, TransformSpace::Enum relativeTo, const Vector3& localDirectionVector)
625    {
626        Vector3 origin;
627        switch (relativeTo)
628        {
629        case TransformSpace::Local:
630            origin = Vector3::ZERO;
631            break;
632        case TransformSpace::Parent:
633            origin = this->getPosition();
634            break;
635        case TransformSpace::World:
636            origin = this->getWorldPosition();
637            break;
638        }
639        this->setDirection(target - origin, relativeTo, localDirectionVector);
640    }
641
642    /**
643    @brief
644        Makes this WorldEntity look in specific direction.
645    @param relativeTo
646        @see TransformSpace::Enum
647    @param localDirectionVector
648        The vector which normally describes the natural direction of the object, usually -Z.
649    */
650    void WorldEntity::setDirection(const Vector3& direction, TransformSpace::Enum relativeTo, const Vector3& localDirectionVector)
651    {
652        Quaternion savedOrientation(this->getOrientation());
653        Ogre::Node::TransformSpace ogreRelativeTo;
654        switch (relativeTo)
655        {
656        case TransformSpace::Local:
657            ogreRelativeTo = Ogre::Node::TS_LOCAL; break;
658        case TransformSpace::Parent:
659            ogreRelativeTo = Ogre::Node::TS_PARENT; break;
660        case TransformSpace::World:
661            ogreRelativeTo = Ogre::Node::TS_WORLD; break;
662        default: OrxAssert(false, "Faulty TransformSpace::Enum assigned.");
663        }
664        this->node_->setDirection(direction, ogreRelativeTo, localDirectionVector);
665        Quaternion newOrientation(this->node_->getOrientation());
666        this->node_->setOrientation(savedOrientation);
667        this->setOrientation(newOrientation);
668    }
669
670    //! Activates physics if the CollisionType is not None.
671    void WorldEntity::activatePhysics()
672    {
673        if (this->isActive() && this->hasPhysics() && !this->isPhysicsActive() && !this->parent_)
674        {
675            this->getScene()->addPhysicalObject(this);
676            this->bPhysicsActive_ = true;
677            this->bPhysicsActiveSynchronised_ = true;
678        }
679    }
680
681    //! Deactivates physics but the CollisionType does not change.
682    void WorldEntity::deactivatePhysics()
683    {
684        if (this->isPhysicsActive())
685        {
686            this->getScene()->removePhysicalObject(this);
687            this->bPhysicsActive_ = false;
688            this->bPhysicsActiveSynchronised_ = false;
689        }
690    }
691
692    //! Tells whether the object has already been added to the Bullet physics World.
693    bool WorldEntity::addedToPhysicalWorld() const
694    {
695        return this->physicalBody_ && this->physicalBody_->isInWorld();
696    }
697
698    /**
699    @brief
700        Sets the CollisionType. This alters the object significantly! @see CollisionType.
701    @Note
702        Operation does not work on attached WorldEntities.
703    */
704    void WorldEntity::setCollisionType(CollisionType type)
705    {
706        if (this->collisionType_ == type)
707            return;
708
709        // If we are already attached to a parent, this would be a bad idea..
710        if (this->parent_)
711        {
712            CCOUT(2) << "Warning: Cannot set the collision type of a WorldEntity with a parent." << std::endl;
713            return;
714        }
715
716        // Check for type legality. Could be StaticEntity or MobileEntity.
717        if (!this->isCollisionTypeLegal(type))
718            return;
719
720        if (this->isPhysicsActive())
721            this->deactivatePhysics();
722
723        bool bReactivatePhysics = true;
724        if (this->hasPhysics() && !this->isPhysicsActive())
725            bReactivatePhysics = false;
726
727        // Check whether we have to create or destroy.
728        if (type != None && this->collisionType_ == None)
729        {
730/*
731HACK HACK HACK
732            // Check whether there was some scaling applied.
733            if (!this->node_->getScale().positionEquals(Vector3(1, 1, 1), 0.001))
734            {
735                CCOUT(2) << "Warning: Cannot create a physical body if there is scaling applied to the node: Not yet implemented." << std::endl;
736                return;
737            }
738HACK HACK HACK
739*/
740            // Create new rigid body
741            btRigidBody::btRigidBodyConstructionInfo bodyConstructionInfo(0, this, this->collisionShape_->getCollisionShape());
742            this->physicalBody_ = new btRigidBody(bodyConstructionInfo);
743            this->physicalBody_->setUserPointer(this);
744            this->physicalBody_->setActivationState(DISABLE_DEACTIVATION);
745        }
746        else if (type == None && this->collisionType_ != None)
747        {
748            // Destroy rigid body
749            assert(this->physicalBody_);
750            deactivatePhysics();
751            delete this->physicalBody_;
752            this->physicalBody_ = 0;
753            this->collisionType_ = None;
754            this->collisionTypeSynchronised_ = None;
755            return;
756        }
757
758        // Change type
759        switch (type)
760        {
761        case Dynamic:
762            this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_STATIC_OBJECT & !btCollisionObject::CF_KINEMATIC_OBJECT);
763            break;
764        case Kinematic:
765            this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_STATIC_OBJECT | btCollisionObject::CF_KINEMATIC_OBJECT);
766            break;
767        case Static:
768            this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT);
769            break;
770        case None:
771            assert(false); // Doesn't happen
772            return;
773        }
774        this->collisionType_ = type;
775        this->collisionTypeSynchronised_ = type;
776
777        // update mass and inertia tensor
778        recalculateMassProps();
779        internalSetPhysicsProps();
780        collisionCallbackActivityChanged();
781        collisionResponseActivityChanged();
782        if (bReactivatePhysics)
783            activatePhysics();
784    }
785
786    //! Sets the CollisionType by string (used for the XMLPort)
787    void WorldEntity::setCollisionTypeStr(const std::string& typeStr)
788    {
789        std::string typeStrLower = getLowercase(typeStr);
790        CollisionType type;
791        if (typeStrLower == "dynamic")
792            type = Dynamic;
793        else if (typeStrLower == "static")
794            type = Static;
795        else if (typeStrLower == "kinematic")
796            type = Kinematic;
797        else if (typeStrLower == "none")
798            type = None;
799        else
800            ThrowException(ParseError, std::string("Attempting to set an unknown collision type: '") + typeStr + "'.");
801        this->setCollisionType(type);
802    }
803
804    //! Gets the CollisionType by string (used for the XMLPort)
805    std::string WorldEntity::getCollisionTypeStr() const
806    {
807        switch (this->getCollisionType())
808        {
809            case Dynamic:
810                return "dynamic";
811            case Kinematic:
812                return "kinematic";
813            case Static:
814                return "static";
815            case None:
816                return "none";
817            default:
818                assert(false);
819                return "";
820        }
821    }
822
823    /**
824    @brief
825        Recalculates the accumulated child mass and calls recalculateMassProps()
826        and notifies the parent of the change.
827    @Note
828        Called by a child WE
829    */
830    void WorldEntity::notifyChildMassChanged()
831    {
832        // Note: CollisionShape changes of a child get handled over the internal CompoundCollisionShape already
833        // Recalculate mass
834        this->childrenMass_ = 0.0f;
835        for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it)
836            this->childrenMass_ += (*it)->getMass();
837        recalculateMassProps();
838        // Notify parent WE
839        if (this->parent_)
840            parent_->notifyChildMassChanged();
841    }
842
843    /**
844    @brief
845        Undertakes the necessary steps to change the collision shape in Bullet, even at runtime.
846    @Note
847        - called by this->collisionShape_
848        - May have a REALLY big overhead when called continuously at runtime, because then we need
849          to remove the physical body from Bullet and add it again.
850    */
851    void WorldEntity::notifyCollisionShapeChanged()
852    {
853        if (hasPhysics())
854        {
855            // Bullet doesn't like sudden changes of the collision shape, so we remove and add it again
856            if (this->addedToPhysicalWorld())
857            {
858                this->deactivatePhysics();
859                this->physicalBody_->setCollisionShape(this->collisionShape_->getCollisionShape());
860                this->activatePhysics();
861            }
862            else
863                this->physicalBody_->setCollisionShape(this->collisionShape_->getCollisionShape());
864        }
865        recalculateMassProps();
866    }
867
868    //! Updates all mass dependent parameters (mass, inertia tensor and child mass)
869    void WorldEntity::recalculateMassProps()
870    {
871        // Store local inertia for faster access. Evaluates to (0,0,0) if there is no collision shape.
872        float totalMass = this->mass_ + this->childrenMass_;
873        this->collisionShape_->calculateLocalInertia(totalMass, this->localInertia_);
874        if (this->hasPhysics())
875        {
876            if (this->isStatic())
877            {
878                // Just set everything to zero
879                this->physicalBody_->setMassProps(0.0f, btVector3(0, 0, 0));
880            }
881            else if ((this->mass_ + this->childrenMass_) == 0.0f)
882            {
883                // Use default values to avoid very large or very small values
884                CCOUT(4) << "Warning: Setting the internal physical mass to 1.0 because mass_ is 0.0" << std::endl;
885                btVector3 inertia(0, 0, 0);
886                this->collisionShape_->calculateLocalInertia(1.0f, inertia);
887                this->physicalBody_->setMassProps(1.0f, inertia);
888            }
889            else
890            {
891                this->physicalBody_->setMassProps(totalMass, this->localInertia_);
892            }
893        }
894    }
895
896    //! Copies our own parameters for restitution, angular factor, dampings and friction to the bullet rigid body.
897    void WorldEntity::internalSetPhysicsProps()
898    {
899        if (this->hasPhysics())
900        {
901            this->physicalBody_->setRestitution(this->restitution_);
902            this->physicalBody_->setAngularFactor(this->angularFactor_);
903            this->physicalBody_->setDamping(this->linearDamping_, this->angularDamping_);
904            this->physicalBody_->setFriction(this->friction_);
905        }
906    }
907}
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