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 "WorldEntity.h" |
---|
31 | |
---|
32 | #include <OgreBillboardSet.h> |
---|
33 | #include <OgreCamera.h> |
---|
34 | #include <OgreEntity.h> |
---|
35 | #include <OgreParticleSystem.h> |
---|
36 | #include <OgreSceneManager.h> |
---|
37 | #include <OgreSceneNode.h> |
---|
38 | #include <BulletDynamics/Dynamics/btRigidBody.h> |
---|
39 | #include <boost/static_assert.hpp> |
---|
40 | |
---|
41 | #include "util/OrxAssert.h" |
---|
42 | #include "util/Convert.h" |
---|
43 | #include "util/Exception.h" |
---|
44 | #include "core/CoreIncludes.h" |
---|
45 | #include "core/XMLPort.h" |
---|
46 | #include "objects/Scene.h" |
---|
47 | #include "objects/collisionshapes/WorldEntityCollisionShape.h" |
---|
48 | |
---|
49 | namespace orxonox |
---|
50 | { |
---|
51 | const Vector3 WorldEntity::FRONT = Vector3::NEGATIVE_UNIT_Z; |
---|
52 | const Vector3 WorldEntity::BACK = Vector3::UNIT_Z; |
---|
53 | const Vector3 WorldEntity::LEFT = Vector3::NEGATIVE_UNIT_X; |
---|
54 | const Vector3 WorldEntity::RIGHT = Vector3::UNIT_X; |
---|
55 | const Vector3 WorldEntity::DOWN = Vector3::NEGATIVE_UNIT_Y; |
---|
56 | const Vector3 WorldEntity::UP = Vector3::UNIT_Y; |
---|
57 | |
---|
58 | // Be sure we don't do bad conversions |
---|
59 | BOOST_STATIC_ASSERT((int)Ogre::Node::TS_LOCAL == (int)WorldEntity::Local); |
---|
60 | BOOST_STATIC_ASSERT((int)Ogre::Node::TS_PARENT == (int)WorldEntity::Parent); |
---|
61 | BOOST_STATIC_ASSERT((int)Ogre::Node::TS_WORLD == (int)WorldEntity::World); |
---|
62 | |
---|
63 | /** |
---|
64 | @brief |
---|
65 | Creates a new WorldEntity that may immediately be used. |
---|
66 | All the default values are being set here. |
---|
67 | */ |
---|
68 | WorldEntity::WorldEntity(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) |
---|
69 | { |
---|
70 | RegisterObject(WorldEntity); |
---|
71 | |
---|
72 | if (!this->getScene() || !this->getScene()->getRootSceneNode()) |
---|
73 | ThrowException(AbortLoading, "Can't create WorldEntity, no scene or no root-scenenode given."); |
---|
74 | |
---|
75 | this->node_ = this->getScene()->getRootSceneNode()->createChildSceneNode(); |
---|
76 | |
---|
77 | this->parent_ = 0; |
---|
78 | this->parentID_ = OBJECTID_UNKNOWN; |
---|
79 | this->bDeleteWithParent_ = true; |
---|
80 | |
---|
81 | this->node_->setPosition(Vector3::ZERO); |
---|
82 | this->node_->setOrientation(Quaternion::IDENTITY); |
---|
83 | |
---|
84 | |
---|
85 | // Default behaviour does not include physics |
---|
86 | this->physicalBody_ = 0; |
---|
87 | this->bPhysicsActive_ = false; |
---|
88 | this->bPhysicsActiveSynchronised_ = false; |
---|
89 | this->bPhysicsActiveBeforeAttaching_ = false; |
---|
90 | this->collisionShape_ = new WorldEntityCollisionShape(this); |
---|
91 | this->collisionType_ = None; |
---|
92 | this->collisionTypeSynchronised_ = None; |
---|
93 | this->mass_ = 0; |
---|
94 | this->childrenMass_ = 0; |
---|
95 | // Using bullet default values |
---|
96 | this->restitution_ = 0; |
---|
97 | this->angularFactor_ = 1; |
---|
98 | this->linearDamping_ = 0; |
---|
99 | this->angularDamping_ = 0; |
---|
100 | this->friction_ = 0.5; |
---|
101 | this->bCollisionCallbackActive_ = false; |
---|
102 | this->bCollisionResponseActive_ = true; |
---|
103 | |
---|
104 | this->registerVariables(); |
---|
105 | } |
---|
106 | |
---|
107 | /** |
---|
108 | @brief |
---|
109 | Destroys the WorldEntity AND ALL its children with it. |
---|
110 | */ |
---|
111 | WorldEntity::~WorldEntity() |
---|
112 | { |
---|
113 | if (this->isInitialized()) |
---|
114 | { |
---|
115 | if (this->parent_) |
---|
116 | this->detachFromParent(); |
---|
117 | |
---|
118 | for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ) |
---|
119 | { |
---|
120 | if ((*it)->getDeleteWithParent()) |
---|
121 | delete (*(it++)); |
---|
122 | else |
---|
123 | { |
---|
124 | (*it)->setPosition(this->getWorldPosition()); |
---|
125 | this->detach(*(it++)); |
---|
126 | } |
---|
127 | } |
---|
128 | |
---|
129 | if (this->physicalBody_) |
---|
130 | { |
---|
131 | this->deactivatePhysics(); |
---|
132 | delete this->physicalBody_; |
---|
133 | } |
---|
134 | delete this->collisionShape_; |
---|
135 | |
---|
136 | this->node_->detachAllObjects(); |
---|
137 | this->node_->removeAllChildren(); |
---|
138 | |
---|
139 | OrxAssert(this->getScene()->getSceneManager(), "No SceneManager defined in a WorldEntity."); |
---|
140 | this->getScene()->getSceneManager()->destroySceneNode(this->node_->getName()); |
---|
141 | } |
---|
142 | } |
---|
143 | |
---|
144 | void WorldEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
---|
145 | { |
---|
146 | SUPER(WorldEntity, XMLPort, xmlelement, mode); |
---|
147 | |
---|
148 | XMLPortParamTemplate(WorldEntity, "position", setPosition, getPosition, xmlelement, mode, const Vector3&); |
---|
149 | XMLPortParamTemplate(WorldEntity, "orientation", setOrientation, getOrientation, xmlelement, mode, const Quaternion&); |
---|
150 | XMLPortParamTemplate(WorldEntity, "scale3D", setScale3D, getScale3D, xmlelement, mode, const Vector3&); |
---|
151 | XMLPortParam (WorldEntity, "scale", setScale, getScale, xmlelement, mode); |
---|
152 | XMLPortParamLoadOnly(WorldEntity, "lookat", lookAt_xmlport, xmlelement, mode); |
---|
153 | XMLPortParamLoadOnly(WorldEntity, "direction", setDirection_xmlport, xmlelement, mode); |
---|
154 | XMLPortParamLoadOnly(WorldEntity, "yaw", yaw_xmlport, xmlelement, mode); |
---|
155 | XMLPortParamLoadOnly(WorldEntity, "pitch", pitch_xmlport, xmlelement, mode); |
---|
156 | XMLPortParamLoadOnly(WorldEntity, "roll", roll_xmlport, xmlelement, mode); |
---|
157 | XMLPortParam (WorldEntity, "deletewithparent", setDeleteWithParent, getDeleteWithParent, xmlelement, mode); |
---|
158 | |
---|
159 | // Physics |
---|
160 | XMLPortParam(WorldEntity, "collisionType", setCollisionTypeStr, getCollisionTypeStr, xmlelement, mode); |
---|
161 | XMLPortParam(WorldEntity, "collisionResponse", setCollisionResponse, hasCollisionResponse, xmlelement, mode); |
---|
162 | XMLPortParam(WorldEntity, "mass", setMass, getMass, xmlelement, mode); |
---|
163 | XMLPortParam(WorldEntity, "restitution", setRestitution, getRestitution, xmlelement, mode); |
---|
164 | XMLPortParam(WorldEntity, "angularFactor", setAngularFactor, getAngularFactor, xmlelement, mode); |
---|
165 | XMLPortParam(WorldEntity, "linearDamping", setLinearDamping, getLinearDamping, xmlelement, mode); |
---|
166 | XMLPortParam(WorldEntity, "angularDamping", setAngularDamping, getAngularDamping, xmlelement, mode); |
---|
167 | XMLPortParam(WorldEntity, "friction", setFriction, getFriction, xmlelement, mode); |
---|
168 | |
---|
169 | // Other attached WorldEntities |
---|
170 | XMLPortObject(WorldEntity, WorldEntity, "attached", attach, getAttachedObject, xmlelement, mode); |
---|
171 | // Attached collision shapes |
---|
172 | XMLPortObject(WorldEntity, CollisionShape, "collisionShapes", attachCollisionShape, getAttachedCollisionShape, xmlelement, mode); |
---|
173 | } |
---|
174 | |
---|
175 | void WorldEntity::registerVariables() |
---|
176 | { |
---|
177 | registerVariable(this->mainStateName_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedMainState)); |
---|
178 | |
---|
179 | registerVariable(this->bActive_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedActivity)); |
---|
180 | registerVariable(this->bVisible_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedVisibility)); |
---|
181 | |
---|
182 | registerVariable(this->getScale3D(), VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::scaleChanged)); |
---|
183 | |
---|
184 | // Physics stuff |
---|
185 | registerVariable(this->mass_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::massChanged)); |
---|
186 | registerVariable(this->restitution_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::restitutionChanged)); |
---|
187 | registerVariable(this->angularFactor_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::angularFactorChanged)); |
---|
188 | registerVariable(this->linearDamping_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::linearDampingChanged)); |
---|
189 | registerVariable(this->angularDamping_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::angularDampingChanged)); |
---|
190 | registerVariable(this->friction_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::frictionChanged)); |
---|
191 | registerVariable(this->bCollisionCallbackActive_, |
---|
192 | VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionCallbackActivityChanged)); |
---|
193 | registerVariable(this->bCollisionResponseActive_, |
---|
194 | VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionResponseActivityChanged)); |
---|
195 | registerVariable((int&)this->collisionTypeSynchronised_, |
---|
196 | VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionTypeChanged)); |
---|
197 | registerVariable(this->bPhysicsActiveSynchronised_, |
---|
198 | VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::physicsActivityChanged)); |
---|
199 | |
---|
200 | // Attach to parent if necessary |
---|
201 | registerVariable(this->parentID_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::networkcallback_parentChanged)); |
---|
202 | } |
---|
203 | |
---|
204 | /** |
---|
205 | @brief |
---|
206 | Network function that object this instance to its correct parent. |
---|
207 | */ |
---|
208 | void WorldEntity::networkcallback_parentChanged() |
---|
209 | { |
---|
210 | if (this->parentID_ != OBJECTID_UNKNOWN) |
---|
211 | { |
---|
212 | WorldEntity* parent = dynamic_cast<WorldEntity*>(Synchronisable::getSynchronisable(this->parentID_)); |
---|
213 | if (parent) |
---|
214 | this->attachToParent(parent); |
---|
215 | } |
---|
216 | } |
---|
217 | |
---|
218 | /** |
---|
219 | @brief |
---|
220 | Attaches this object to a parent SceneNode. |
---|
221 | @Remarks |
---|
222 | Only use this method if you know exactly what you're doing! |
---|
223 | Normally, attaching works internally by attaching WE's. |
---|
224 | */ |
---|
225 | void WorldEntity::attachToNode(Ogre::SceneNode* node) |
---|
226 | { |
---|
227 | Ogre::Node* parent = this->node_->getParent(); |
---|
228 | if (parent) |
---|
229 | parent->removeChild(this->node_); |
---|
230 | node->addChild(this->node_); |
---|
231 | } |
---|
232 | |
---|
233 | /** |
---|
234 | @brief |
---|
235 | Detaches this object from a parent SceneNode. |
---|
236 | @Remarks |
---|
237 | Only use this method if you know exactly what you're doing! |
---|
238 | Normally, attaching works internally by attaching WE's. |
---|
239 | */ |
---|
240 | void WorldEntity::detachFromNode(Ogre::SceneNode* node) |
---|
241 | { |
---|
242 | node->removeChild(this->node_); |
---|
243 | // this->getScene()->getRootSceneNode()->addChild(this->node_); |
---|
244 | } |
---|
245 | |
---|
246 | /** |
---|
247 | @brief |
---|
248 | Network callback for the collision type. Only change the type if it was valid. |
---|
249 | */ |
---|
250 | void WorldEntity::collisionTypeChanged() |
---|
251 | { |
---|
252 | if (this->collisionTypeSynchronised_ != Dynamic && |
---|
253 | this->collisionTypeSynchronised_ != Kinematic && |
---|
254 | this->collisionTypeSynchronised_ != Static && |
---|
255 | this->collisionTypeSynchronised_ != None) |
---|
256 | { |
---|
257 | CCOUT(1) << "Error when collsion Type was received over network. Unknown enum value:" << this->collisionTypeSynchronised_ << std::endl; |
---|
258 | } |
---|
259 | else if (this->collisionTypeSynchronised_ != collisionType_) |
---|
260 | { |
---|
261 | if (this->parent_) |
---|
262 | CCOUT(2) << "Warning: Network connection tried to set the collision type of an attached WE. Ignoring." << std::endl; |
---|
263 | else |
---|
264 | this->setCollisionType(this->collisionTypeSynchronised_); |
---|
265 | } |
---|
266 | } |
---|
267 | |
---|
268 | //! Network callback for this->bPhysicsActive_ |
---|
269 | void WorldEntity::physicsActivityChanged() |
---|
270 | { |
---|
271 | if (this->bPhysicsActiveSynchronised_) |
---|
272 | this->activatePhysics(); |
---|
273 | else |
---|
274 | this->deactivatePhysics(); |
---|
275 | } |
---|
276 | |
---|
277 | //! Function sets whether Bullet should issue a callback on collisions |
---|
278 | void WorldEntity::collisionCallbackActivityChanged() |
---|
279 | { |
---|
280 | if (this->hasPhysics()) |
---|
281 | { |
---|
282 | if (this->bCollisionCallbackActive_) |
---|
283 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() | |
---|
284 | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); |
---|
285 | else |
---|
286 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & |
---|
287 | ~btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); |
---|
288 | } |
---|
289 | } |
---|
290 | |
---|
291 | //! Function sets whether Bullet should react itself to a collision |
---|
292 | void WorldEntity::collisionResponseActivityChanged() |
---|
293 | { |
---|
294 | if (this->hasPhysics()) |
---|
295 | { |
---|
296 | if (this->bCollisionResponseActive_) |
---|
297 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & |
---|
298 | ~btCollisionObject::CF_NO_CONTACT_RESPONSE); |
---|
299 | else |
---|
300 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() | |
---|
301 | btCollisionObject::CF_NO_CONTACT_RESPONSE); |
---|
302 | } |
---|
303 | } |
---|
304 | |
---|
305 | /** |
---|
306 | @brief |
---|
307 | Attaches a child WorldEntity to this object. This calls notifyBeingAttached() |
---|
308 | of the child WE. |
---|
309 | @Note |
---|
310 | The collision shape of the child object gets attached nevertheless. That also means |
---|
311 | that you can change the collision shape of the child and it correctly cascadeds the changes to this instance. |
---|
312 | Be aware of this implication: When implementing attaching of kinematic objects to others, you have to change |
---|
313 | this behaviour because you then might not want to merge the collision shapes. |
---|
314 | */ |
---|
315 | void WorldEntity::attach(WorldEntity* object) |
---|
316 | { |
---|
317 | if (object == this) |
---|
318 | { |
---|
319 | COUT(2) << "Warning: Can't attach a WorldEntity to itself." << std::endl; |
---|
320 | return; |
---|
321 | } |
---|
322 | |
---|
323 | if (!object->notifyBeingAttached(this)) |
---|
324 | return; |
---|
325 | |
---|
326 | this->attachNode(object->node_); |
---|
327 | this->children_.insert(object); |
---|
328 | |
---|
329 | this->attachCollisionShape(object->collisionShape_); |
---|
330 | // mass |
---|
331 | this->childrenMass_ += object->getMass(); |
---|
332 | recalculateMassProps(); |
---|
333 | } |
---|
334 | |
---|
335 | /** |
---|
336 | @brief |
---|
337 | Function gets called when this object is being attached to a new parent. |
---|
338 | |
---|
339 | This operation is only allowed if the collision types "like" each other. |
---|
340 | - You cannot a attach a non physical object to a physical one. |
---|
341 | - Dynamic object can NOT be attached at all. |
---|
342 | - It is also not possible to attach a kinematic to a dynamic one. |
---|
343 | - Attaching of kinematic objects otherwise is not yet supported. |
---|
344 | */ |
---|
345 | bool WorldEntity::notifyBeingAttached(WorldEntity* newParent) |
---|
346 | { |
---|
347 | // check first whether attaching is even allowed |
---|
348 | if (this->hasPhysics()) |
---|
349 | { |
---|
350 | if (!newParent->hasPhysics()) |
---|
351 | { |
---|
352 | COUT(2) << "Warning: Cannot attach a physical object to a non physical one." << std::endl; |
---|
353 | return false; |
---|
354 | } |
---|
355 | else if (this->isDynamic()) |
---|
356 | { |
---|
357 | COUT(2) << "Warning: Cannot attach a dynamic object to a WorldEntity." << std::endl; |
---|
358 | return false; |
---|
359 | } |
---|
360 | else if (this->isKinematic() && newParent->isDynamic()) |
---|
361 | { |
---|
362 | COUT(2) << "Warning: Cannot attach a kinematic object to a dynamic one." << std::endl; |
---|
363 | return false; |
---|
364 | } |
---|
365 | else if (this->isKinematic()) |
---|
366 | { |
---|
367 | COUT(2) << "Warning: Cannot attach a kinematic object to a static or kinematic one: Not yet implemented." << std::endl; |
---|
368 | return false; |
---|
369 | } |
---|
370 | } |
---|
371 | |
---|
372 | if (this->isPhysicsActive()) |
---|
373 | this->bPhysicsActiveBeforeAttaching_ = true; |
---|
374 | this->deactivatePhysics(); |
---|
375 | |
---|
376 | if (this->parent_) |
---|
377 | this->detachFromParent(); |
---|
378 | |
---|
379 | this->parent_ = newParent; |
---|
380 | this->parentID_ = newParent->getObjectID(); |
---|
381 | |
---|
382 | this->parentChanged(); |
---|
383 | |
---|
384 | // apply transform to collision shape |
---|
385 | this->collisionShape_->setPosition(this->getPosition()); |
---|
386 | this->collisionShape_->setOrientation(this->getOrientation()); |
---|
387 | // TODO: Scale |
---|
388 | |
---|
389 | return true; |
---|
390 | } |
---|
391 | |
---|
392 | /** |
---|
393 | @brief |
---|
394 | Detaches a child WorldEntity from this instance. |
---|
395 | */ |
---|
396 | void WorldEntity::detach(WorldEntity* object) |
---|
397 | { |
---|
398 | if (this->children_.find(object) == this->children_.end()) |
---|
399 | { |
---|
400 | CCOUT(2) << "Warning: Cannot detach an object that is not a child." << std::endl; |
---|
401 | return; |
---|
402 | } |
---|
403 | |
---|
404 | // collision shapes |
---|
405 | this->detachCollisionShape(object->collisionShape_); |
---|
406 | |
---|
407 | // mass |
---|
408 | if (object->getMass() > 0.0f) |
---|
409 | { |
---|
410 | this->childrenMass_ -= object->getMass(); |
---|
411 | recalculateMassProps(); |
---|
412 | } |
---|
413 | |
---|
414 | this->detachNode(object->node_); |
---|
415 | this->children_.erase(object); |
---|
416 | |
---|
417 | object->notifyDetached(); |
---|
418 | } |
---|
419 | |
---|
420 | /** |
---|
421 | @brief |
---|
422 | Function gets called when the object has been detached from its parent. |
---|
423 | */ |
---|
424 | void WorldEntity::notifyDetached() |
---|
425 | { |
---|
426 | this->parent_ = 0; |
---|
427 | this->parentID_ = OBJECTID_UNKNOWN; |
---|
428 | |
---|
429 | this->parentChanged(); |
---|
430 | |
---|
431 | // reset orientation of the collisionShape (cannot be set within a WE usually) |
---|
432 | this->collisionShape_->setPosition(Vector3::ZERO); |
---|
433 | this->collisionShape_->setOrientation(Quaternion::IDENTITY); |
---|
434 | // TODO: Scale |
---|
435 | |
---|
436 | if (this->bPhysicsActiveBeforeAttaching_) |
---|
437 | { |
---|
438 | this->activatePhysics(); |
---|
439 | this->bPhysicsActiveBeforeAttaching_ = false; |
---|
440 | } |
---|
441 | } |
---|
442 | |
---|
443 | //! Returns an attached object (merely for XMLPort). |
---|
444 | WorldEntity* WorldEntity::getAttachedObject(unsigned int index) |
---|
445 | { |
---|
446 | unsigned int i = 0; |
---|
447 | for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it) |
---|
448 | { |
---|
449 | if (i == index) |
---|
450 | return (*it); |
---|
451 | ++i; |
---|
452 | } |
---|
453 | return 0; |
---|
454 | } |
---|
455 | |
---|
456 | //! Attaches an Ogre::SceneNode to this WorldEntity. |
---|
457 | void WorldEntity::attachNode(Ogre::SceneNode* node) |
---|
458 | { |
---|
459 | Ogre::Node* parent = node->getParent(); |
---|
460 | if (parent) |
---|
461 | parent->removeChild(node); |
---|
462 | this->node_->addChild(node); |
---|
463 | } |
---|
464 | |
---|
465 | //! Detaches an Ogre::SceneNode from this WorldEntity. |
---|
466 | void WorldEntity::detachNode(Ogre::SceneNode* node) |
---|
467 | { |
---|
468 | this->node_->removeChild(node); |
---|
469 | // this->getScene()->getRootSceneNode()->addChild(node); |
---|
470 | } |
---|
471 | |
---|
472 | //! Attaches an Ogre::MovableObject to this WorldEntity. |
---|
473 | void WorldEntity::attachOgreObject(Ogre::MovableObject* object) |
---|
474 | { this->node_->attachObject(object); } |
---|
475 | void WorldEntity::attachOgreObject(Ogre::BillboardSet* object) |
---|
476 | { this->node_->attachObject(object); } |
---|
477 | void WorldEntity::attachOgreObject(Ogre::Camera* object) |
---|
478 | { this->node_->attachObject(object); } |
---|
479 | void WorldEntity::attachOgreObject(Ogre::Entity* object) |
---|
480 | { this->node_->attachObject(object); } |
---|
481 | void WorldEntity::attachOgreObject(Ogre::ParticleSystem* object) |
---|
482 | { this->node_->attachObject(object); } |
---|
483 | |
---|
484 | //! Detaches an Ogre::MovableObject from this WorldEntity. |
---|
485 | void WorldEntity::detachOgreObject(Ogre::MovableObject* object) |
---|
486 | { this->node_->detachObject(object); } |
---|
487 | void WorldEntity::detachOgreObject(Ogre::BillboardSet* object) |
---|
488 | { this->node_->detachObject(object); } |
---|
489 | void WorldEntity::detachOgreObject(Ogre::Camera* object) |
---|
490 | { this->node_->detachObject(object); } |
---|
491 | void WorldEntity::detachOgreObject(Ogre::Entity* object) |
---|
492 | { this->node_->detachObject(object); } |
---|
493 | void WorldEntity::detachOgreObject(Ogre::ParticleSystem* object) |
---|
494 | { this->node_->detachObject(object); } |
---|
495 | |
---|
496 | //! Detaches an Ogre::MovableObject (by string) from this WorldEntity. |
---|
497 | Ogre::MovableObject* WorldEntity::detachOgreObject(const Ogre::String& name) |
---|
498 | { |
---|
499 | return this->node_->detachObject(name); |
---|
500 | } |
---|
501 | |
---|
502 | //! Attaches a collision Shape to this object (delegated to the internal CompoundCollisionShape) |
---|
503 | void WorldEntity::attachCollisionShape(CollisionShape* shape) |
---|
504 | { |
---|
505 | this->collisionShape_->attach(shape); |
---|
506 | // Note: this->collisionShape_ already notifies us of any changes. |
---|
507 | } |
---|
508 | |
---|
509 | //! Detaches a collision Shape from this object (delegated to the internal CompoundCollisionShape) |
---|
510 | void WorldEntity::detachCollisionShape(CollisionShape* shape) |
---|
511 | { |
---|
512 | // Note: The collision shapes may not be detached with this function! |
---|
513 | this->collisionShape_->detach(shape); |
---|
514 | // Note: this->collisionShape_ already notifies us of any changes. |
---|
515 | } |
---|
516 | |
---|
517 | //! Returns an attached collision Shape of this object (delegated to the internal CompoundCollisionShape) |
---|
518 | CollisionShape* WorldEntity::getAttachedCollisionShape(unsigned int index) |
---|
519 | { |
---|
520 | return this->collisionShape_->getAttachedShape(index); |
---|
521 | } |
---|
522 | |
---|
523 | // Note: These functions are placed in WorldEntity.h as inline functions for the release build. |
---|
524 | #ifndef ORXONOX_RELEASE |
---|
525 | const Vector3& WorldEntity::getPosition() const |
---|
526 | { |
---|
527 | return this->node_->getPosition(); |
---|
528 | } |
---|
529 | |
---|
530 | const Quaternion& WorldEntity::getOrientation() const |
---|
531 | { |
---|
532 | return this->node_->getOrientation(); |
---|
533 | } |
---|
534 | |
---|
535 | const Vector3& WorldEntity::getScale3D() const |
---|
536 | { |
---|
537 | return this->node_->getScale(); |
---|
538 | } |
---|
539 | #endif |
---|
540 | |
---|
541 | //! Returns the position relative to the root space |
---|
542 | const Vector3& WorldEntity::getWorldPosition() const |
---|
543 | { |
---|
544 | return this->node_->_getDerivedPosition(); |
---|
545 | } |
---|
546 | |
---|
547 | //! Returns the orientation relative to the root space |
---|
548 | const Quaternion& WorldEntity::getWorldOrientation() const |
---|
549 | { |
---|
550 | return this->node_->_getDerivedOrientation(); |
---|
551 | } |
---|
552 | |
---|
553 | //! Returns the scaling applied relative to the root space in 3 coordinates |
---|
554 | const Vector3& WorldEntity::getWorldScale3D() const |
---|
555 | { |
---|
556 | return this->node_->_getDerivedScale(); |
---|
557 | } |
---|
558 | |
---|
559 | /** |
---|
560 | @brief |
---|
561 | Returns the scaling applied relative to the root space in 3 coordinates |
---|
562 | @return |
---|
563 | Returns the scaling if it is uniform, 1.0f otherwise. |
---|
564 | */ |
---|
565 | float WorldEntity::getWorldScale() const |
---|
566 | { |
---|
567 | Vector3 scale = this->getWorldScale3D(); |
---|
568 | return (scale.x == scale.y && scale.x == scale.z) ? scale.x : 1; |
---|
569 | } |
---|
570 | |
---|
571 | /** |
---|
572 | @brief |
---|
573 | Sets the three dimensional scaling of this object. |
---|
574 | @Note |
---|
575 | Scaling physical objects has not yet been implemented and is therefore forbidden. |
---|
576 | */ |
---|
577 | void WorldEntity::setScale3D(const Vector3& scale) |
---|
578 | { |
---|
579 | /* |
---|
580 | HACK HACK HACK |
---|
581 | if (bScalePhysics && this->hasPhysics() && scale != Vector3::UNIT_SCALE) |
---|
582 | { |
---|
583 | CCOUT(2) << "Warning: Cannot set the scale of a physical object: Not yet implemented. Ignoring scaling." << std::endl; |
---|
584 | return; |
---|
585 | } |
---|
586 | HACK HACK HACK |
---|
587 | */ |
---|
588 | this->node_->setScale(scale); |
---|
589 | |
---|
590 | this->changedScale(); |
---|
591 | } |
---|
592 | |
---|
593 | /** |
---|
594 | @brief |
---|
595 | Translates this WorldEntity by a vector. |
---|
596 | @param relativeTo |
---|
597 | @see WorldEntity::TransformSpace |
---|
598 | */ |
---|
599 | void WorldEntity::translate(const Vector3& distance, TransformSpace relativeTo) |
---|
600 | { |
---|
601 | switch (relativeTo) |
---|
602 | { |
---|
603 | case WorldEntity::Local: |
---|
604 | // position is relative to parent so transform downwards |
---|
605 | this->setPosition(this->getPosition() + this->getOrientation() * distance); |
---|
606 | break; |
---|
607 | case WorldEntity::Parent: |
---|
608 | this->setPosition(this->getPosition() + distance); |
---|
609 | break; |
---|
610 | case WorldEntity::World: |
---|
611 | // position is relative to parent so transform upwards |
---|
612 | if (this->node_->getParent()) |
---|
613 | setPosition(getPosition() + (node_->getParent()->_getDerivedOrientation().Inverse() * distance) |
---|
614 | / node_->getParent()->_getDerivedScale()); |
---|
615 | else |
---|
616 | this->setPosition(this->getPosition() + distance); |
---|
617 | break; |
---|
618 | } |
---|
619 | } |
---|
620 | |
---|
621 | /** |
---|
622 | @brief |
---|
623 | Rotates this WorldEntity by a quaternion. |
---|
624 | @param relativeTo |
---|
625 | @see WorldEntity::TransformSpace |
---|
626 | */ |
---|
627 | void WorldEntity::rotate(const Quaternion& rotation, TransformSpace relativeTo) |
---|
628 | { |
---|
629 | switch(relativeTo) |
---|
630 | { |
---|
631 | case WorldEntity::Local: |
---|
632 | this->setOrientation(this->getOrientation() * rotation); |
---|
633 | break; |
---|
634 | case WorldEntity::Parent: |
---|
635 | // Rotations are normally relative to local axes, transform up |
---|
636 | this->setOrientation(rotation * this->getOrientation()); |
---|
637 | break; |
---|
638 | case WorldEntity::World: |
---|
639 | // Rotations are normally relative to local axes, transform up |
---|
640 | this->setOrientation(this->getOrientation() * this->getWorldOrientation().Inverse() |
---|
641 | * rotation * this->getWorldOrientation()); |
---|
642 | break; |
---|
643 | } |
---|
644 | } |
---|
645 | |
---|
646 | /** |
---|
647 | @brief |
---|
648 | Makes this WorldEntity look a specific target location. |
---|
649 | @param relativeTo |
---|
650 | @see WorldEntity::TransformSpace |
---|
651 | @param localDirectionVector |
---|
652 | The vector which normally describes the natural direction of the object, usually -Z. |
---|
653 | */ |
---|
654 | void WorldEntity::lookAt(const Vector3& target, TransformSpace relativeTo, const Vector3& localDirectionVector) |
---|
655 | { |
---|
656 | Vector3 origin(0, 0, 0); |
---|
657 | switch (relativeTo) |
---|
658 | { |
---|
659 | case WorldEntity::Local: |
---|
660 | origin = Vector3::ZERO; |
---|
661 | break; |
---|
662 | case WorldEntity::Parent: |
---|
663 | origin = this->getPosition(); |
---|
664 | break; |
---|
665 | case WorldEntity::World: |
---|
666 | origin = this->getWorldPosition(); |
---|
667 | break; |
---|
668 | } |
---|
669 | this->setDirection(target - origin, relativeTo, localDirectionVector); |
---|
670 | } |
---|
671 | |
---|
672 | /** |
---|
673 | @brief |
---|
674 | Makes this WorldEntity look in specific direction. |
---|
675 | @param relativeTo |
---|
676 | @see WorldEntity::TransformSpace |
---|
677 | @param localDirectionVector |
---|
678 | The vector which normally describes the natural direction of the object, usually -Z. |
---|
679 | */ |
---|
680 | void WorldEntity::setDirection(const Vector3& direction, TransformSpace relativeTo, const Vector3& localDirectionVector) |
---|
681 | { |
---|
682 | Quaternion savedOrientation(this->getOrientation()); |
---|
683 | this->node_->setDirection(direction, static_cast<Ogre::Node::TransformSpace>(relativeTo), localDirectionVector); |
---|
684 | Quaternion newOrientation(this->node_->getOrientation()); |
---|
685 | this->node_->setOrientation(savedOrientation); |
---|
686 | this->setOrientation(newOrientation); |
---|
687 | } |
---|
688 | |
---|
689 | //! Activates physics if the CollisionType is not None. |
---|
690 | void WorldEntity::activatePhysics() |
---|
691 | { |
---|
692 | if (this->isActive() && this->hasPhysics() && !this->isPhysicsActive() && !this->parent_) |
---|
693 | { |
---|
694 | this->getScene()->addPhysicalObject(this); |
---|
695 | this->bPhysicsActive_ = true; |
---|
696 | this->bPhysicsActiveSynchronised_ = true; |
---|
697 | } |
---|
698 | } |
---|
699 | |
---|
700 | //! Deactivates physics but the CollisionType does not change. |
---|
701 | void WorldEntity::deactivatePhysics() |
---|
702 | { |
---|
703 | if (this->isPhysicsActive()) |
---|
704 | { |
---|
705 | this->getScene()->removePhysicalObject(this); |
---|
706 | this->bPhysicsActive_ = false; |
---|
707 | this->bPhysicsActiveSynchronised_ = false; |
---|
708 | } |
---|
709 | } |
---|
710 | |
---|
711 | //! Tells whether the object has already been added to the Bullet physics World. |
---|
712 | bool WorldEntity::addedToPhysicalWorld() const |
---|
713 | { |
---|
714 | return this->physicalBody_ && this->physicalBody_->isInWorld(); |
---|
715 | } |
---|
716 | |
---|
717 | /** |
---|
718 | @brief |
---|
719 | Sets the CollisionType. This alters the object significantly! @see CollisionType. |
---|
720 | @Note |
---|
721 | Operation does not work on attached WorldEntities. |
---|
722 | */ |
---|
723 | void WorldEntity::setCollisionType(CollisionType type) |
---|
724 | { |
---|
725 | if (this->collisionType_ == type) |
---|
726 | return; |
---|
727 | |
---|
728 | // If we are already attached to a parent, this would be a bad idea.. |
---|
729 | if (this->parent_) |
---|
730 | { |
---|
731 | CCOUT(2) << "Warning: Cannot set the collision type of a WorldEntity with a parent." << std::endl; |
---|
732 | return; |
---|
733 | } |
---|
734 | |
---|
735 | // Check for type legality. Could be StaticEntity or MobileEntity. |
---|
736 | if (!this->isCollisionTypeLegal(type)) |
---|
737 | return; |
---|
738 | |
---|
739 | if (this->isPhysicsActive()) |
---|
740 | this->deactivatePhysics(); |
---|
741 | |
---|
742 | bool bReactivatePhysics = true; |
---|
743 | if (this->hasPhysics() && !this->isPhysicsActive()) |
---|
744 | bReactivatePhysics = false; |
---|
745 | |
---|
746 | // Check whether we have to create or destroy. |
---|
747 | if (type != None && this->collisionType_ == None) |
---|
748 | { |
---|
749 | /* |
---|
750 | HACK HACK HACK |
---|
751 | // Check whether there was some scaling applied. |
---|
752 | if (!this->node_->getScale().positionEquals(Vector3(1, 1, 1), 0.001)) |
---|
753 | { |
---|
754 | CCOUT(2) << "Warning: Cannot create a physical body if there is scaling applied to the node: Not yet implemented." << std::endl; |
---|
755 | return; |
---|
756 | } |
---|
757 | HACK HACK HACK |
---|
758 | */ |
---|
759 | // Create new rigid body |
---|
760 | btRigidBody::btRigidBodyConstructionInfo bodyConstructionInfo(0, this, this->collisionShape_->getCollisionShape()); |
---|
761 | this->physicalBody_ = new btRigidBody(bodyConstructionInfo); |
---|
762 | this->physicalBody_->setUserPointer(this); |
---|
763 | this->physicalBody_->setActivationState(DISABLE_DEACTIVATION); |
---|
764 | } |
---|
765 | else if (type == None && this->collisionType_ != None) |
---|
766 | { |
---|
767 | // Destroy rigid body |
---|
768 | assert(this->physicalBody_); |
---|
769 | deactivatePhysics(); |
---|
770 | delete this->physicalBody_; |
---|
771 | this->physicalBody_ = 0; |
---|
772 | this->collisionType_ = None; |
---|
773 | this->collisionTypeSynchronised_ = None; |
---|
774 | return; |
---|
775 | } |
---|
776 | |
---|
777 | // Change type |
---|
778 | switch (type) |
---|
779 | { |
---|
780 | case Dynamic: |
---|
781 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_STATIC_OBJECT & !btCollisionObject::CF_KINEMATIC_OBJECT); |
---|
782 | break; |
---|
783 | case Kinematic: |
---|
784 | this->physicalBody_->setCollisionFlags((this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_STATIC_OBJECT) | btCollisionObject::CF_KINEMATIC_OBJECT); |
---|
785 | break; |
---|
786 | case Static: |
---|
787 | this->physicalBody_->setCollisionFlags((this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_KINEMATIC_OBJECT) | btCollisionObject::CF_STATIC_OBJECT); |
---|
788 | break; |
---|
789 | case None: |
---|
790 | assert(false); // Doesn't happen |
---|
791 | return; |
---|
792 | } |
---|
793 | this->collisionType_ = type; |
---|
794 | this->collisionTypeSynchronised_ = type; |
---|
795 | |
---|
796 | // update mass and inertia tensor |
---|
797 | recalculateMassProps(); |
---|
798 | internalSetPhysicsProps(); |
---|
799 | collisionCallbackActivityChanged(); |
---|
800 | collisionResponseActivityChanged(); |
---|
801 | if (bReactivatePhysics) |
---|
802 | activatePhysics(); |
---|
803 | } |
---|
804 | |
---|
805 | //! Sets the CollisionType by string (used for the XMLPort) |
---|
806 | void WorldEntity::setCollisionTypeStr(const std::string& typeStr) |
---|
807 | { |
---|
808 | std::string typeStrLower = getLowercase(typeStr); |
---|
809 | CollisionType type; |
---|
810 | if (typeStrLower == "dynamic") |
---|
811 | type = Dynamic; |
---|
812 | else if (typeStrLower == "static") |
---|
813 | type = Static; |
---|
814 | else if (typeStrLower == "kinematic") |
---|
815 | type = Kinematic; |
---|
816 | else if (typeStrLower == "none") |
---|
817 | type = None; |
---|
818 | else |
---|
819 | ThrowException(ParseError, std::string("Attempting to set an unknown collision type: '") + typeStr + "'."); |
---|
820 | this->setCollisionType(type); |
---|
821 | } |
---|
822 | |
---|
823 | //! Gets the CollisionType by string (used for the XMLPort) |
---|
824 | std::string WorldEntity::getCollisionTypeStr() const |
---|
825 | { |
---|
826 | switch (this->getCollisionType()) |
---|
827 | { |
---|
828 | case Dynamic: |
---|
829 | return "dynamic"; |
---|
830 | case Kinematic: |
---|
831 | return "kinematic"; |
---|
832 | case Static: |
---|
833 | return "static"; |
---|
834 | case None: |
---|
835 | return "none"; |
---|
836 | default: |
---|
837 | assert(false); |
---|
838 | return ""; |
---|
839 | } |
---|
840 | } |
---|
841 | |
---|
842 | /** |
---|
843 | @brief |
---|
844 | Recalculates the accumulated child mass and calls recalculateMassProps() |
---|
845 | and notifies the parent of the change. |
---|
846 | @Note |
---|
847 | Called by a child WE |
---|
848 | */ |
---|
849 | void WorldEntity::notifyChildMassChanged() |
---|
850 | { |
---|
851 | // Note: CollisionShape changes of a child get handled over the internal CompoundCollisionShape already |
---|
852 | // Recalculate mass |
---|
853 | this->childrenMass_ = 0.0f; |
---|
854 | for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it) |
---|
855 | this->childrenMass_ += (*it)->getMass(); |
---|
856 | recalculateMassProps(); |
---|
857 | // Notify parent WE |
---|
858 | if (this->parent_) |
---|
859 | parent_->notifyChildMassChanged(); |
---|
860 | } |
---|
861 | |
---|
862 | /** |
---|
863 | @brief |
---|
864 | Undertakes the necessary steps to change the collision shape in Bullet, even at runtime. |
---|
865 | @Note |
---|
866 | - called by this->collisionShape_ |
---|
867 | - May have a REALLY big overhead when called continuously at runtime, because then we need |
---|
868 | to remove the physical body from Bullet and add it again. |
---|
869 | */ |
---|
870 | void WorldEntity::notifyCollisionShapeChanged() |
---|
871 | { |
---|
872 | if (hasPhysics()) |
---|
873 | { |
---|
874 | // Bullet doesn't like sudden changes of the collision shape, so we remove and add it again |
---|
875 | if (this->addedToPhysicalWorld()) |
---|
876 | { |
---|
877 | this->deactivatePhysics(); |
---|
878 | this->physicalBody_->setCollisionShape(this->collisionShape_->getCollisionShape()); |
---|
879 | this->activatePhysics(); |
---|
880 | } |
---|
881 | else |
---|
882 | this->physicalBody_->setCollisionShape(this->collisionShape_->getCollisionShape()); |
---|
883 | } |
---|
884 | recalculateMassProps(); |
---|
885 | } |
---|
886 | |
---|
887 | //! Updates all mass dependent parameters (mass, inertia tensor and child mass) |
---|
888 | void WorldEntity::recalculateMassProps() |
---|
889 | { |
---|
890 | // Store local inertia for faster access. Evaluates to (0,0,0) if there is no collision shape. |
---|
891 | float totalMass = this->mass_ + this->childrenMass_; |
---|
892 | this->collisionShape_->calculateLocalInertia(totalMass, this->localInertia_); |
---|
893 | if (this->hasPhysics()) |
---|
894 | { |
---|
895 | if (this->isStatic()) |
---|
896 | { |
---|
897 | // Just set everything to zero |
---|
898 | this->physicalBody_->setMassProps(0.0f, btVector3(0, 0, 0)); |
---|
899 | } |
---|
900 | else if ((this->mass_ + this->childrenMass_) == 0.0f) |
---|
901 | { |
---|
902 | // Use default values to avoid very large or very small values |
---|
903 | CCOUT(4) << "Warning: Setting the internal physical mass to 1.0 because mass_ is 0.0" << std::endl; |
---|
904 | btVector3 inertia(0, 0, 0); |
---|
905 | this->collisionShape_->calculateLocalInertia(1.0f, inertia); |
---|
906 | this->physicalBody_->setMassProps(1.0f, inertia); |
---|
907 | } |
---|
908 | else |
---|
909 | { |
---|
910 | this->physicalBody_->setMassProps(totalMass, this->localInertia_); |
---|
911 | } |
---|
912 | } |
---|
913 | } |
---|
914 | |
---|
915 | //! Copies our own parameters for restitution, angular factor, dampings and friction to the bullet rigid body. |
---|
916 | void WorldEntity::internalSetPhysicsProps() |
---|
917 | { |
---|
918 | if (this->hasPhysics()) |
---|
919 | { |
---|
920 | this->physicalBody_->setRestitution(this->restitution_); |
---|
921 | this->physicalBody_->setAngularFactor(this->angularFactor_); |
---|
922 | this->physicalBody_->setDamping(this->linearDamping_, this->angularDamping_); |
---|
923 | this->physicalBody_->setFriction(this->friction_); |
---|
924 | } |
---|
925 | } |
---|
926 | } |
---|