/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "WorldEntity.h" #include #include #include "tinyxml/tinyxml.h" #include "util/SubString.h" #include "core/CoreIncludes.h" #include "GraphicsEngine.h" #include "core/XMLPort.h" namespace orxonox { CreateFactory(WorldEntity); unsigned int WorldEntity::worldEntityCounter_s = 0; WorldEntity::WorldEntity() { RegisterObject(WorldEntity); if (GraphicsEngine::getSingleton().getSceneManager()) { std::ostringstream name; name << (WorldEntity::worldEntityCounter_s++); this->setName("WorldEntity" + name.str()); this->node_ = GraphicsEngine::getSingleton().getSceneManager()->getRootSceneNode()->createChildSceneNode(this->getName()); registerAllVariables(); } else { this->node_ = 0; } this->bStatic_ = true; this->velocity_ = Vector3(0, 0, 0); this->acceleration_ = Vector3(0, 0, 0); this->rotationAxis_ = Vector3(0, 1, 0); this->rotationRate_ = 0; this->momentum_ = 0; } WorldEntity::~WorldEntity() { if (this->isInitialized()) { this->getNode()->removeAndDestroyAllChildren(); GraphicsEngine::getSingleton().getSceneManager()->destroySceneNode(this->getName()); } } void WorldEntity::tick(float dt) { if (!this->bStatic_ && this->isActive()) { // COUT(4) << "acceleration: " << this->acceleration_ << " velocity: " << this->velocity_ << std::endl; this->velocity_ += (dt * this->acceleration_); this->translate(dt * this->velocity_, Ogre::Node::TS_LOCAL); this->rotationRate_ += (dt * this->momentum_); this->rotate(this->rotationAxis_, dt * this->rotationRate_); //COUT(3) << "rotationrate: " << this->rotationRate_.valueDegrees() << " momentum: " << this->momentum_.valueDegrees() << std::endl; } } void WorldEntity::setYawPitchRoll(const Degree& yaw, const Degree& pitch, const Degree& roll) { this->yaw(yaw); this->pitch(pitch); this->roll(roll); } /** @brief XML loading and saving. @param xmlelement The XML-element @param loading Loading (true) or saving (false) @return The XML-element */ void WorldEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) { BaseObject::XMLPort(xmlelement, mode); XMLPortParam(WorldEntity, "position", setPositionLoader2, getPosition, xmlelement, mode); XMLPortParamLoadOnly(WorldEntity, "direction", setDirectionLoader, xmlelement, mode); XMLPortParamLoadOnly(WorldEntity, "yawpitchroll", setYawPitchRoll, xmlelement, mode); XMLPortParam(WorldEntity, "scale", setTotalScale, getScale, xmlelement, mode); XMLPortParam(WorldEntity, "rotationAxis", setRotationAxisLoader, getRotationAxis, xmlelement, mode); XMLPortParam(WorldEntity, "rotationRate", setRotationRate, getRotationRate, xmlelement, mode); XMLPortObject(WorldEntity, WorldEntity, "attached", attachWorldEntity, getAttachedWorldEntity, xmlelement, mode, false, true); WorldEntity::create(); } void WorldEntity::registerAllVariables() { // register inheritec variables from BaseObject registerVar( (void*) &(this->bActive_), sizeof(this->bActive_), network::DATA, 0x3); registerVar( (void*) &(this->bVisible_), sizeof(this->bVisible_), network::DATA, 0x3); // register coordinates registerVar( (void*) &(this->getPosition().x), sizeof(this->getPosition().x), network::DATA, 0x3); registerVar( (void*) &(this->getPosition().y), sizeof(this->getPosition().y), network::DATA, 0x3); registerVar( (void*) &(this->getPosition().z), sizeof(this->getPosition().z), network::DATA, 0x3); // register orientation registerVar( (void*) &(this->getOrientation().w), sizeof(this->getOrientation().w), network::DATA, 0x3); registerVar( (void*) &(this->getOrientation().x), sizeof(this->getOrientation().x), network::DATA, 0x3); registerVar( (void*) &(this->getOrientation().y), sizeof(this->getOrientation().y), network::DATA, 0x3); registerVar( (void*) &(this->getOrientation().z), sizeof(this->getOrientation().z), network::DATA, 0x3); // register velocity_ registerVar( (void*) &(this->getVelocity().x), sizeof(this->getVelocity().x), network::DATA, 0x3); registerVar( (void*) &(this->getVelocity().y), sizeof(this->getVelocity().y), network::DATA, 0x3); registerVar( (void*) &(this->getVelocity().z), sizeof(this->getVelocity().z), network::DATA, 0x3); // register rotationAxis/rate registerVar( (void*) &(this->getRotationRate()), sizeof(this->getRotationRate()), network::DATA, 0x3); registerVar( (void*) &(this->getRotationAxis().x), sizeof(this->getRotationAxis().x), network::DATA, 0x3); registerVar( (void*) &(this->getRotationAxis().y), sizeof(this->getRotationAxis().y), network::DATA, 0x3); registerVar( (void*) &(this->getRotationAxis().z), sizeof(this->getRotationAxis().z), network::DATA, 0x3); // register scale of node registerVar( (void*) &(this->getScale().x), sizeof(this->getScale().x), network::DATA, 0x3); registerVar( (void*) &(this->getScale().y), sizeof(this->getScale().y), network::DATA, 0x3); registerVar( (void*) &(this->getScale().z), sizeof(this->getScale().z), network::DATA, 0x3); //register staticity registerVar( (void*) &(this->bStatic_), sizeof(this->bStatic_), network::DATA, 0x3); //register acceleration & momentum // registerVar( (void*) &(this->getAcceleration().x), sizeof(this->getAcceleration().x), network::DATA, 0x2); // registerVar( (void*) &(this->getAcceleration().y), sizeof(this->getAcceleration().y), network::DATA, 0x2); // registerVar( (void*) &(this->getAcceleration().z), sizeof(this->getAcceleration().z), network::DATA, 0x2); // registerVar( (void*) &(this->getMomentum()), sizeof(this->getMomentum()), network::DATA, 0x2); // only backsync } void WorldEntity::attachWorldEntity(WorldEntity* entity) { this->attachedWorldEntities_.push_back(entity); this->attachObject(entity); } const WorldEntity* WorldEntity::getAttachedWorldEntity(unsigned int index) const { if (index < this->attachedWorldEntities_.size()) return this->attachedWorldEntities_[index]; else return 0; } void WorldEntity::attachObject(const WorldEntity& obj) const { GraphicsEngine::getSingleton().getSceneManager()->getRootSceneNode()->removeChild(obj.getNode()); this->getNode()->addChild(obj.getNode()); } void WorldEntity::attachObject(WorldEntity* obj) const { GraphicsEngine::getSingleton().getSceneManager()->getRootSceneNode()->removeChild(obj->getNode()); this->getNode()->addChild(obj->getNode()); } }