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source: code/releases/release2012/src/orxonox/worldentities/StaticEntity.cc @ 12373

Last change on this file since 12373 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: 4.0 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 *      Fabian 'x3n' Landau
24 *      Reto Grieder (physics)
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "StaticEntity.h"
31
32#include <OgreSceneNode.h>
33#include <BulletDynamics/Dynamics/btRigidBody.h>
34#include "util/OrxAssert.h"
35#include "core/CoreIncludes.h"
36
37namespace orxonox
38{
39    CreateFactory(StaticEntity);
40
41    StaticEntity::StaticEntity(BaseObject* creator) : WorldEntity(creator)
42    {
43        RegisterObject(StaticEntity);
44
45        this->setPriority(Priority::VeryLow);
46
47        this->registerVariables();
48    }
49
50    StaticEntity::~StaticEntity()
51    {
52    }
53
54    void StaticEntity::registerVariables()
55    {
56        registerVariable(this->getPosition(),    VariableDirection::ToClient, new NetworkCallback<StaticEntity>(this, &StaticEntity::positionChanged));
57        registerVariable(this->getOrientation(), VariableDirection::ToClient, new NetworkCallback<StaticEntity>(this, &StaticEntity::orientationChanged));
58    }
59
60
61    void StaticEntity::setPosition(const Vector3& position)
62    {
63        if (this->addedToPhysicalWorld())
64        {
65            orxout(internal_warning) << "Attempting to change the position of a StaticEntity at physics run time. Ignoring change." << endl;
66            return;
67        }
68        if (this->isStatic())
69        {
70            btTransform transf = this->physicalBody_->getWorldTransform();
71            transf.setOrigin(btVector3(position.x, position.y, position.z));
72            this->physicalBody_->setWorldTransform(transf);
73        }
74
75        this->node_->setPosition(position);
76    }
77
78    void StaticEntity::setOrientation(const Quaternion& orientation)
79    {
80        if (this->addedToPhysicalWorld())
81        {
82            orxout(internal_warning) << "Attempting to change the orientation of a StaticEntity at physics run time. Ignoring change." << endl;
83            return;
84        }
85        if (this->isStatic())
86        {
87            btTransform transf = this->physicalBody_->getWorldTransform();
88            transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w));
89            this->physicalBody_->setWorldTransform(transf);
90        }
91
92        this->node_->setOrientation(orientation);
93    }
94
95    bool StaticEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const
96    {
97        if (type == WorldEntity::Kinematic || type == WorldEntity::Dynamic)
98        {
99            orxout(internal_warning) << "Cannot tell a StaticEntity to have kinematic or dynamic collision type! Ignoring." << endl;
100            assert(false); // Only in debug mode
101            return false;
102        }
103        else
104            return true;
105    }
106
107    void StaticEntity::setWorldTransform(const btTransform& worldTrans)
108    {
109        OrxAssert(false, "Setting world transform of a StaticEntity, which is CF_STATIC!");
110    }
111
112    void StaticEntity::getWorldTransform(btTransform& worldTrans) const
113    {
114        worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z));
115        worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w));
116    }
117}
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