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source: code/branches/wiimote/src/orxonox/collisionshapes/CollisionShape.h @ 10860

Last change on this file since 10860 was 9667, checked in by landauf, 11 years ago

merged core6 back to trunk

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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 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file CollisionShape.h
31    @brief Definition of the CollisionShape class.
32    @ingroup Collisionshapes
33*/
34
35#ifndef _CollisionShape_H__
36#define _CollisionShape_H__
37
38#include "OrxonoxPrereqs.h"
39
40#include "util/Math.h"
41#include "core/BaseObject.h"
42#include "network/synchronisable/Synchronisable.h"
43
44namespace orxonox
45{
46
47    /**
48    @brief
49        Wrapper for bullet collision shape class btCollisionShape.
50
51    @author
52        Reto Grieder
53
54    @see btCollisionShape
55    @ingroup Collisionshapes
56    */
57    class _OrxonoxExport CollisionShape : public BaseObject, public Synchronisable
58    {
59        public:
60            CollisionShape(Context* context);
61            virtual ~CollisionShape();
62
63            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
64
65            /**
66            @brief Set the position of the CollisionShape.
67                   If the position changes, this causes the parent CompoundCollisionShape (if there is one) to be updated.
68            @param position A vector indicating the new position.
69            */
70            inline void setPosition(const Vector3& position)
71                { if(this->position_ == position) return; this->position_ = position; this->updateParent(); }
72            /**
73            @brief Get the position of the CollisionShape.
74            @return Returns the position of the CollisionShape as a vector.
75            */
76            inline const Vector3& getPosition() const
77                { return this->position_; }
78
79            /**
80            @brief Set the orientation of the CollisionShape.
81                   If the orientation changes, this causes the parent CompoundCollisionShape (if there is one) to be updated.
82            @param orientation A quaternion indicating the new orientation.
83            */
84            inline void setOrientation(const Quaternion& orientation)
85                { if(this->orientation_ == orientation) return; this->orientation_ = orientation; this->updateParent(); }
86            /**
87            @brief Get the orientation of the CollisionShape.
88            @return Returns the orientation of the CollisionShape as a quaternion.
89            */
90            inline const Quaternion& getOrientation() const
91                { return this->orientation_; }
92
93            /**
94            @brief Rotate the CollisionShape around the y-axis by the specified angle.
95                   If the orientation changes, this causes the parent CompoundCollisionShape (if there is one) to be updated.
96            @param angle The angle by which the CollisionShape is rotated.
97            */
98            void yaw(const Degree& angle)
99                { this->setOrientation(this->orientation_ * Quaternion(angle, Vector3::UNIT_Y)); }
100            /**
101            @brief Rotate the CollisionShape around the x-axis by the specified angle.
102                   If the orientation changes, this causes the parent CompoundCollisionShape (if there is one) to be updated.
103            @param angle The angle by which the CollisionShape is rotated.
104            */
105            void pitch(const Degree& angle)
106                { this->setOrientation(this->orientation_ * Quaternion(angle, Vector3::UNIT_X)); }
107            /**
108            @brief Rotate the CollisionShape around the z-axis by the specified angle.
109                   If the orientation changes, this causes the parent CompoundCollisionShape (if there is one) to be updated.
110            @param angle The angle by which the CollisionShape is rotated.
111            */
112            void roll(const Degree& angle)
113                { this->setOrientation(this->orientation_ * Quaternion(angle, Vector3::UNIT_Z)); }
114
115            /**
116            @brief Scale the CollisionShape by the input vector.
117                   Since the scale is a vector the CollisionShape can be scaled independently in each direction, allowing for linear distortions.
118                   If the scale changes, this causes the parent CompoundCollisionShape (if there is one) to be updated.
119                   Beware, non-uniform scaling (i.e. distortions) might not be supported by all CollisionShapes.
120            @param scale The scaling vector by which the CollisionShape is scaled.
121            */
122            inline void scale3D(const Vector3& scale)
123                { this->setScale3D(this->getScale3D()*scale); }
124            void setScale3D(const Vector3& scale); // Set the scale of the CollisionShape.
125            /**
126            @brief Get the scale of the CollisionShape.
127            @return Returns a vector indicating the scale of the CollisionShape.
128            */
129            inline const Vector3& getScale3D() const
130                { return this->scale_; }
131
132            /**
133            @brief (Uniformly) scale the CollisionShape by the input scale.
134                   If the scale changes, this causes the parent CompoundCollisionShape (if there is one) to be updated.
135            @param scale The value by which the CollisionShape is scaled.
136            */
137            inline void scale(float scale)
138                { this->setScale3D(this->getScale3D()*scale); }
139            void setScale(float scale); // Set the (uniform) scale of the CollisionShape.
140            /**
141            @brief Get the (uniform) scale of the CollisionShape.
142                   This is only meaningful if the CollisionShape has uniform scaling.
143            @return Returns the (uniform) scale of the CollisionShape. Returns 0.0f if the scaling is non-uniform.
144            */
145            inline float getScale()
146                { if(this->hasUniformScaling()) return this->scale_.x; return 0.0f; }
147
148            /**
149            @brief Check whether the CollisionShape is uniformly scaled.
150            @return Returns true if the CollisionShape is uniformly scaled, false if not.
151            */
152            inline bool hasUniformScaling()
153                { return this->uniformScale_; }
154            virtual void changedScale(); // Is called when the scale of the CollisionShape has changed.
155
156            void updateShape(); // Updates the shape.
157
158            void calculateLocalInertia(float mass, btVector3& inertia) const; // Calculates the local inertia of the collision shape.
159
160            /**
161            @brief Get the bullet collision shape of this CollisionShape.
162            @return Returns a pointer to the bullet collision shape of this CollisionShape.
163            */
164            inline btCollisionShape* getCollisionShape() const
165                { return this->collisionShape_; }
166
167            bool hasTransform() const; // Check whether the CollisionShape has been either moved or rotated or both.
168
169            bool notifyBeingAttached(CompoundCollisionShape* newParent); // Notifies the CollisionShape of being attached to a CompoundCollisionShape.
170            void notifyDetached(); // Notifies the CollisionShape of being detached from a CompoundCollisionShape.
171
172        protected:
173            virtual void updateParent(); // Updates the CompoundCollisionShape the CollisionShape belongs to, after the CollisionShape has changed.
174            virtual void parentChanged(); // Is called when the parentID of the CollisionShape has changed.
175
176            /**
177            @brief Create a new bullet collision shape depending on the internal parameters of the specific CollisionShape.
178            @return Returns a pointer to the new bullet collision shape.
179            */
180            virtual btCollisionShape* createNewShape() const = 0;
181
182            btCollisionShape*       collisionShape_; //!< The bullet collision shape of this CollisionShape.
183            CompoundCollisionShape* parent_; //!< The CompoundCollisionShape this CollisionShape belongs to, NULL if it doesn't belong to one.
184            unsigned int            parentID_; //!< The objectID of the parent of this CollisionShape, which can either be a CompoundCollisionShape or a WorldEntity.
185
186        private:
187            void registerVariables();
188
189            Vector3                 position_; //!< The position of the CollisionShape.
190            Quaternion              orientation_; //!< The orientation of the CollisionShape.
191            Vector3                 scale_; //!< The scale of the CollisionShape.
192            bool                    uniformScale_; //!< Whether the scale is uniform.
193    };
194}
195
196#endif /* _CollisionShape_H__ */
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