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source: code/trunk/src/orxonox/objects/worldentities/MobileEntity.h @ 3036

Last change on this file since 3036 was 3033, checked in by landauf, 15 years ago

merged gametypes branch back to trunk

  • Property svn:eol-style set to native
File size: 4.1 KB
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[2072]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:
[2304]23 *      Reto Grieder
[2072]24 *   Co-authors:
[2304]25 *      Martin Stypinski
[2072]26 *
27 */
28
[2408]29#ifndef _MobileEntity_H__
30#define _MobileEntity_H__
[2072]31
32#include "OrxonoxPrereqs.h"
33
34#include "WorldEntity.h"
35#include "objects/Tickable.h"
36
37namespace orxonox
38{
[2408]39    class _OrxonoxExport MobileEntity : public WorldEntity, public Tickable
[2072]40    {
41        public:
[2408]42            MobileEntity(BaseObject* creator);
43            virtual ~MobileEntity();
[2072]44
45            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
[2374]46            virtual void tick(float dt);
[2072]47
[2427]48            virtual void setPosition(const Vector3& position);
49            virtual void setOrientation(const Quaternion& orientation);
[2201]50
[2427]51            virtual void setVelocity(const Vector3& velocity);
[2300]52            inline void setVelocity(float x, float y, float z)
[2374]53                { this->setVelocity(Vector3(x, y, z)); }
[2300]54            inline const Vector3& getVelocity() const
[2374]55                { return this->linearVelocity_; }
[2488]56            inline Vector3 getLocalVelocity() const
57                { return (this->getOrientation().Inverse() * this->getVelocity()); }
[2201]58
[2427]59            virtual void setAngularVelocity(const Vector3& velocity);
[2374]60            inline void setAngularVelocity(float x, float y, float z)
61                { this->setAngularVelocity(Vector3(x, y, z)); }
62            inline const Vector3& getAngularVelocity() const
63                { return this->linearAcceleration_; }
64
65            void setAcceleration(const Vector3& acceleration);
66            inline void setAcceleration(float x, float y, float z)
67                { this->setAcceleration(Vector3(x, y, z)); }
68            inline const Vector3& getAcceleration() const
69                { return this->linearAcceleration_; }
70
71            void setAngularAcceleration(const Vector3& acceleration);
72            inline void setAngularAcceleration(float x, float y, float z)
73                { this->setAngularAcceleration(Vector3(x, y, z)); }
74            inline const Vector3& getAngularAcceleration() const
75                { return this->angularAcceleration_; }
76
[3033]77            void applyCentralForce(const Vector3& force);
78            inline void applyCentralForce(float x, float y, float z)
79                { this->applyCentralForce(Vector3(x, y, z)); }
80
[2374]81            inline void setRotationRate(Degree rate)
82                { this->setAngularVelocity(this->getAngularVelocity().normalisedCopy() * rate.valueRadians()); }
83            inline Degree getRotationRate() const
84                { return Degree(this->getAngularVelocity().length()); }
85
86            inline void setRotationAxis(const Vector3& axis)
87                { this->setAngularVelocity(axis * this->getAngularVelocity().length()); }
88            inline Vector3 getRotationAxis() const
89                { return this->getAngularVelocity().normalisedCopy(); }
90
[2300]91        protected:
[2427]92            // Bullet btMotionState related
93            virtual void setWorldTransform(const btTransform& worldTrans);
94            void getWorldTransform(btTransform& worldTrans) const;
95
[2374]96            Vector3 linearAcceleration_;
97            Vector3 linearVelocity_;
98            Vector3 angularAcceleration_;
99            Vector3 angularVelocity_;
[2300]100
[2072]101        private:
[2300]102            virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const;
[2072]103    };
104}
105
[2408]106#endif /* _MobileEntity_H__ */
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