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source: code/trunk/src/orxonox/worldentities/ControllableEntity.cc @ 8885

Last change on this file since 8885 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: 23.5 KB
RevLine 
[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:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
[2662]25 *      Reto Grieder
[2072]26 *
27 */
28
29#include "ControllableEntity.h"
30
[2662]31#include <OgreSceneManager.h>
[3196]32#include <OgreSceneNode.h>
[2662]33
[2072]34#include "core/CoreIncludes.h"
[2662]35#include "core/ConfigValueIncludes.h"
[2896]36#include "core/GameMode.h"
[2072]37#include "core/XMLPort.h"
[6417]38#include "network/NetworkFunction.h"
[2072]39
[5735]40#include "Scene.h"
41#include "infos/PlayerInfo.h"
[7860]42#include "controllers/NewHumanController.h"
[5737]43#include "graphics/Camera.h"
[5735]44#include "worldentities/CameraPosition.h"
[2072]45#include "overlays/OverlayGroup.h"
46
47namespace orxonox
48{
49    CreateFactory(ControllableEntity);
50
[6417]51    registerMemberNetworkFunction( ControllableEntity, fire );
52    registerMemberNetworkFunction( ControllableEntity, setTargetInternal );
53
[2662]54    ControllableEntity::ControllableEntity(BaseObject* creator) : MobileEntity(creator)
[2072]55    {
56        RegisterObject(ControllableEntity);
57
[2662]58        this->bHasLocalController_ = false;
59        this->bHasHumanController_ = false;
60
[2072]61        this->server_overwrite_ = 0;
62        this->client_overwrite_ = 0;
63        this->player_ = 0;
[7534]64        this->formerPlayer_ = NULL;
[2171]65        this->playerID_ = OBJECTID_UNKNOWN;
[2072]66        this->hud_ = 0;
67        this->camera_ = 0;
[3049]68        this->xmlcontroller_ = 0;
[6417]69        this->controller_ = 0;
[3089]70        this->reverseCamera_ = 0;
[2072]71        this->bDestroyWhenPlayerLeft_ = false;
[2662]72        this->cameraPositionRootNode_ = this->node_->createChildSceneNode();
[6417]73        this->currentCameraPosition_ = 0;
[2662]74        this->bMouseLook_ = false;
75        this->mouseLookSpeed_ = 200;
[2072]76
[2662]77        this->server_position_         = Vector3::ZERO;
78        this->client_position_         = Vector3::ZERO;
79        this->server_linear_velocity_  = Vector3::ZERO;
80        this->client_linear_velocity_  = Vector3::ZERO;
81        this->server_orientation_      = Quaternion::IDENTITY;
82        this->client_orientation_      = Quaternion::IDENTITY;
83        this->server_angular_velocity_ = Vector3::ZERO;
84        this->client_angular_velocity_ = Vector3::ZERO;
[2072]85
[2662]86        this->setConfigValues();
[3280]87        this->setPriority( Priority::VeryHigh );
[2072]88        this->registerVariables();
89    }
90
91    ControllableEntity::~ControllableEntity()
92    {
93        if (this->isInitialized())
94        {
[2662]95            this->bDestroyWhenPlayerLeft_ = false;
[2072]96
[2662]97            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
[3038]98                this->getPlayer()->stopControl();
[2662]99
[3049]100            if (this->xmlcontroller_)
[5929]101                this->xmlcontroller_->destroy();
[3049]102
[2072]103            if (this->hud_)
[5929]104                this->hud_->destroy();
[2072]105
106            if (this->camera_)
[5929]107                this->camera_->destroy();
[2072]108
[5929]109            for (std::list<SmartPtr<CameraPosition> >::const_iterator it = this->cameraPositions_.begin(); it != this->cameraPositions_.end(); ++it)
110                (*it)->destroy();
[2662]111
112            if (this->getScene()->getSceneManager())
113                this->getScene()->getSceneManager()->destroySceneNode(this->cameraPositionRootNode_->getName());
[2072]114        }
115    }
116
117    void ControllableEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
118    {
119        SUPER(ControllableEntity, XMLPort, xmlelement, mode);
120
121        XMLPortParam(ControllableEntity, "hudtemplate", setHudTemplate, getHudTemplate, xmlelement, mode);
[8706]122        XMLPortParam(ControllableEntity, "camerapositiontemplate", setCameraPositionTemplate, getCameraPositionTemplate, xmlelement, mode);
[2072]123
124        XMLPortObject(ControllableEntity, CameraPosition, "camerapositions", addCameraPosition, getCameraPosition, xmlelement, mode);
[3049]125        XMLPortObject(ControllableEntity, Controller,     "controller",      setXMLController,  getXMLController,  xmlelement, mode);
[2072]126    }
127
[2662]128    void ControllableEntity::setConfigValues()
129    {
130        SetConfigValue(mouseLookSpeed_, 3.0f);
131    }
132
[7889]133    void ControllableEntity::preDestroy()
134    {
135        // HACK - solve this clean and without preDestroy hook for multiplayer where removePlayer() isn't called
[7892]136        if (this->isInitialized() && this->bHasLocalController_ && this->bHasHumanController_)
[7889]137            this->stopLocalHumanControl();
138    }
139
[2072]140    void ControllableEntity::addCameraPosition(CameraPosition* position)
141    {
[2826]142        if (!position->getIsAbsolute())
143        {
144            if (position->getAllowMouseLook())
145                position->attachToNode(this->cameraPositionRootNode_);
146            else
147                this->attach(position);
148        }
[2662]149        else
[2826]150        {
151            WorldEntity* parent = this->getParent();
152            if (parent)
153                parent->attach(position);
154        }
[3089]155
156        if (!position->getRenderCamera())
157            this->cameraPositions_.push_back(position);
158        else
159            this->setReverseCamera(position);
[2072]160    }
161
162    CameraPosition* ControllableEntity::getCameraPosition(unsigned int index) const
163    {
164        unsigned int i = 0;
[5929]165        for (std::list<SmartPtr<CameraPosition> >::const_iterator it = this->cameraPositions_.begin(); it != this->cameraPositions_.end(); ++it)
[2072]166        {
167            if (i == index)
168                return (*it);
169            ++i;
170        }
171        return 0;
172    }
173
[8706]174    unsigned int ControllableEntity::getCurrentCameraIndex() const
175    {
176        if (this->cameraPositions_.size() <= 0)
177            return 0;
178
179        unsigned int counter = 0;
180        for (std::list<SmartPtr<CameraPosition> >::const_iterator it = this->cameraPositions_.begin(); it != this->cameraPositions_.end(); ++it)
181        {
182            if ((*it) == this->currentCameraPosition_)
183                break;
184            counter++;
185        }
186        if (counter >= this->cameraPositions_.size())
187            return 0;
188
189        return counter;
190    }
191   
192    bool ControllableEntity::setCameraPosition(unsigned int index)
193    {
194        if(this->camera_ != NULL && this->cameraPositions_.size() > 0)
195        {
196            if(index >= this->cameraPositions_.size())
197                index = 0;
198
199            CameraPosition* position = this->getCameraPosition(index);
200            position->attachCamera(this->camera_);
201            this->currentCameraPosition_ = position;
202            return true;
203        }
204
205        return false;
206    }
207
[2072]208    void ControllableEntity::switchCamera()
209    {
210        if (this->camera_)
211        {
212            if (this->camera_->getParent() == this && this->cameraPositions_.size() > 0)
213            {
214                this->cameraPositions_.front()->attachCamera(this->camera_);
[6417]215                this->currentCameraPosition_ = this->cameraPositions_.front().get();
[2072]216            }
217            else if (this->cameraPositions_.size() > 0)
218            {
[5929]219                for (std::list<SmartPtr<CameraPosition> >::const_iterator it = this->cameraPositions_.begin(); it != this->cameraPositions_.end(); ++it)
[2072]220                {
221                    if ((*it) == this->camera_->getParent())
222                    {
223                        ++it;
224                        if (it != this->cameraPositions_.end())
[6417]225                        {
[2072]226                            (*it)->attachCamera(this->camera_);
[6417]227                            this->currentCameraPosition_ = *it;
228                        }
[2072]229                        else
[6417]230                        {
[2072]231                            (*this->cameraPositions_.begin())->attachCamera(this->camera_);
[6417]232                            this->currentCameraPosition_ = *this->cameraPositions_.begin();
233                        }
[2072]234                        break;
235                    }
236                }
237            }
238            else
239            {
[2662]240                this->camera_->attachToNode(this->cameraPositionRootNode_);
[6417]241                this->currentCameraPosition_ = 0;
[2072]242            }
[7860]243
[7857]244            // disable mouse look if the new camera position doesn't allow it
245            if (this->currentCameraPosition_ && !this->currentCameraPosition_->getAllowMouseLook() && this->bMouseLook_)
246                this->mouseLook();
[7860]247
248            // disable drag if in mouse look
249            if (this->bMouseLook_)
250                this->getCamera()->setDrag(false);
[2072]251        }
252    }
253
[2662]254    void ControllableEntity::mouseLook()
255    {
[7857]256        // enable mouse look only if allowed - disabling it works always
257        if (this->currentCameraPosition_ && (this->currentCameraPosition_->getAllowMouseLook() || this->bMouseLook_))
258        {
259            this->bMouseLook_ = !this->bMouseLook_;
[2662]260
[7857]261            if (!this->bMouseLook_)
[7860]262            {
[7857]263                this->cameraPositionRootNode_->setOrientation(Quaternion::IDENTITY);
[7860]264                this->cameraPositionRootNode_->_update(true, false); // update the camera node because otherwise the camera will drag back in position which looks strange
265
266                NewHumanController* controller = dynamic_cast<NewHumanController*>(this->getController());
267                if (controller)
268                    controller->centerCursor();
269            }
270
[7857]271            if (this->getCamera())
272            {
273                if (!this->bMouseLook_ && this->currentCameraPosition_->getDrag())
274                    this->getCamera()->setDrag(true);
275                else
276                    this->getCamera()->setDrag(false);
277            }
[6417]278        }
[2662]279    }
280
281    void ControllableEntity::rotateYaw(const Vector2& value)
282    {
283        if (this->bMouseLook_)
284            this->cameraPositionRootNode_->yaw(Radian(value.y * this->mouseLookSpeed_), Ogre::Node::TS_LOCAL);
285    }
286
287    void ControllableEntity::rotatePitch(const Vector2& value)
288    {
289        if (this->bMouseLook_)
290            this->cameraPositionRootNode_->pitch(Radian(value.y * this->mouseLookSpeed_), Ogre::Node::TS_LOCAL);
291    }
292
293    void ControllableEntity::rotateRoll(const Vector2& value)
294    {
295        if (this->bMouseLook_)
296            this->cameraPositionRootNode_->roll(Radian(value.y * this->mouseLookSpeed_), Ogre::Node::TS_LOCAL);
297    }
298
[6417]299    void ControllableEntity::fire(unsigned int firemode)
300    {
301        if(GameMode::isMaster())
302        {
303            this->fired(firemode);
304        }
305        else
306        {
307            callMemberNetworkFunction(ControllableEntity, fire, this->getObjectID(), 0, firemode);
308        }
309    }
310
311    void ControllableEntity::setTarget( WorldEntity* target )
312    {
313        this->target_ = target;
314        if ( !GameMode::isMaster() )
315        {
316            if ( target != 0 )
317            {
318                callMemberNetworkFunction(ControllableEntity, setTargetInternal, this->getObjectID(), 0, target->getObjectID() );
319            }
320           else
321           {
322                callMemberNetworkFunction(ControllableEntity, setTargetInternal, this->getObjectID(), 0, OBJECTID_UNKNOWN );
323           }
324        }
325    }
326
327    void ControllableEntity::setTargetInternal( uint32_t targetID )
328    {
329        this->setTarget( orxonox_cast<WorldEntity*>(Synchronisable::getSynchronisable(targetID)) );
330    }
331
[2072]332    void ControllableEntity::setPlayer(PlayerInfo* player)
333    {
334        if (!player)
335        {
336            this->removePlayer();
337            return;
338        }
339
340        this->player_ = player;
[7533]341        this->formerPlayer_ = player;
[2072]342        this->playerID_ = player->getObjectID();
[2662]343        this->bHasLocalController_ = player->isLocalPlayer();
344        this->bHasHumanController_ = player->isHumanPlayer();
345
346        if (this->bHasLocalController_ && this->bHasHumanController_)
[2072]347        {
[2662]348            this->startLocalHumanControl();
[2072]349
[2896]350            if (!GameMode::isMaster())
[2072]351            {
352                this->client_overwrite_ = this->server_overwrite_;
[5929]353                this->setSyncMode(ObjectDirection::Bidirectional);
[2072]354            }
355        }
[2839]356
357        this->changedPlayer();
[2072]358    }
359
360    void ControllableEntity::removePlayer()
361    {
[2662]362        if (this->bHasLocalController_ && this->bHasHumanController_)
363            this->stopLocalHumanControl();
[2072]364
365        this->player_ = 0;
[2171]366        this->playerID_ = OBJECTID_UNKNOWN;
[2662]367        this->bHasLocalController_ = false;
368        this->bHasHumanController_ = false;
[5929]369        this->setSyncMode(ObjectDirection::ToClient);
[2072]370
[2839]371        this->changedPlayer();
372
[2072]373        if (this->bDestroyWhenPlayerLeft_)
[5929]374            this->destroy();
[2072]375    }
376
377    void ControllableEntity::networkcallback_changedplayerID()
378    {
379        // just do this in case the entity wasn't yet synchronized when the corresponding PlayerInfo got our objectID
[2171]380        if (this->playerID_ != OBJECTID_UNKNOWN)
[2072]381        {
[3325]382            this->player_ = orxonox_cast<PlayerInfo*>(Synchronisable::getSynchronisable(this->playerID_));
[2072]383            if (this->player_ && (this->player_->getControllableEntity() != this))
384                this->player_->startControl(this);
385        }
386    }
387
[2662]388    void ControllableEntity::startLocalHumanControl()
389    {
[5929]390        if (!this->camera_ && GameMode::showsGraphics())
[2072]391        {
[2662]392            this->camera_ = new Camera(this);
393            this->camera_->requestFocus();
[6417]394            if (!this->cameraPositionTemplate_.empty())
[2662]395                this->addTemplate(this->cameraPositionTemplate_);
396            if (this->cameraPositions_.size() > 0)
[6417]397            {
[2662]398                this->cameraPositions_.front()->attachCamera(this->camera_);
[6417]399                this->currentCameraPosition_ = this->cameraPositions_.front();
400            }
[2662]401            else
[6417]402            {
[2662]403                this->camera_->attachToNode(this->cameraPositionRootNode_);
[6417]404                this->currentCameraPosition_ = 0;
405            }
[2072]406        }
[2662]407
[8706]408        this->createHud();
409    }
410
411    // HACK-ish
412    void ControllableEntity::createHud(void)
413    {
[5929]414        if (!this->hud_ && GameMode::showsGraphics())
[2662]415        {
[6417]416            if (!this->hudtemplate_.empty())
[2662]417            {
418                this->hud_ = new OverlayGroup(this);
419                this->hud_->addTemplate(this->hudtemplate_);
420                this->hud_->setOwner(this);
421            }
422        }
[2072]423    }
424
[8706]425    void ControllableEntity::destroyHud(void)
426    {
427        if (this->hud_ != NULL)
428        {
429            this->hud_->destroy();
430            this->hud_ = NULL;
431        }
432    }
433
[2662]434    void ControllableEntity::stopLocalHumanControl()
[2072]435    {
[2662]436        if (this->camera_)
437        {
438            this->camera_->detachFromParent();
[5929]439            this->camera_->destroy();
[2662]440            this->camera_ = 0;
441        }
[2072]442
[2662]443        if (this->hud_)
444        {
[5929]445            this->hud_->destroy();
[2662]446            this->hud_ = 0;
447        }
[2072]448    }
449
[3049]450    void ControllableEntity::setXMLController(Controller* controller)
451    {
452        if (!this->xmlcontroller_)
453        {
454            this->xmlcontroller_ = controller;
455            this->bHasLocalController_ = true;
456            this->xmlcontroller_->setControllableEntity(this);
457        }
458        else
[8858]459            orxout(internal_warning) << "ControllableEntity \"" << this->getName() << "\" already has a Controller." << endl;
[3049]460    }
461
[2851]462    void ControllableEntity::parentChanged()
463    {
464        WorldEntity::parentChanged();
465
466        WorldEntity* parent = this->getParent();
467        if (parent)
468        {
[5929]469            for (std::list<SmartPtr<CameraPosition> >::iterator it = this->cameraPositions_.begin(); it != this->cameraPositions_.end(); ++it)
[2851]470                if ((*it)->getIsAbsolute())
471                    parent->attach((*it));
472        }
473    }
474
[2072]475    void ControllableEntity::tick(float dt)
476    {
[2662]477        MobileEntity::tick(dt);
478
[2072]479        if (this->isActive())
480        {
[2662]481            // Check whether Bullet doesn't do the physics for us
482            if (!this->isDynamic())
[2072]483            {
[2896]484                if (GameMode::isMaster())
[2662]485                {
486                    this->server_position_ = this->getPosition();
487                    this->server_orientation_ = this->getOrientation();
488                    this->server_linear_velocity_ = this->getVelocity();
489                    this->server_angular_velocity_ = this->getAngularVelocity();
490                }
491                else if (this->bHasLocalController_)
492                {
493                    this->client_position_ = this->getPosition();
494                    this->client_orientation_ = this->getOrientation();
495                    this->client_linear_velocity_ = this->getVelocity();
496                    this->client_angular_velocity_ = this->getAngularVelocity();
497                }
[2072]498            }
499        }
500    }
501
502    void ControllableEntity::registerVariables()
503    {
[3280]504        registerVariable(this->cameraPositionTemplate_,  VariableDirection::ToClient);
505        registerVariable(this->hudtemplate_,             VariableDirection::ToClient);
[2072]506
[3280]507        registerVariable(this->server_position_,         VariableDirection::ToClient, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processServerPosition));
508        registerVariable(this->server_linear_velocity_,  VariableDirection::ToClient, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processServerLinearVelocity));
509        registerVariable(this->server_orientation_,      VariableDirection::ToClient, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processServerOrientation));
510        registerVariable(this->server_angular_velocity_, VariableDirection::ToClient, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processServerAngularVelocity));
[2072]511
[3280]512        registerVariable(this->server_overwrite_,        VariableDirection::ToClient, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processOverwrite));
513        registerVariable(this->client_overwrite_,        VariableDirection::ToServer);
[2072]514
[3280]515        registerVariable(this->client_position_,         VariableDirection::ToServer, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processClientPosition));
516        registerVariable(this->client_linear_velocity_,  VariableDirection::ToServer, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processClientLinearVelocity));
517        registerVariable(this->client_orientation_,      VariableDirection::ToServer, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processClientOrientation));
518        registerVariable(this->client_angular_velocity_, VariableDirection::ToServer, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processClientAngularVelocity));
[2072]519
[5735]520
[3280]521        registerVariable(this->playerID_,                VariableDirection::ToClient, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::networkcallback_changedplayerID));
[2072]522    }
523
524    void ControllableEntity::processServerPosition()
525    {
[2662]526        if (!this->bHasLocalController_)
527            MobileEntity::setPosition(this->server_position_);
[2072]528    }
529
[2662]530    void ControllableEntity::processServerLinearVelocity()
[2072]531    {
[2662]532        if (!this->bHasLocalController_)
533            MobileEntity::setVelocity(this->server_linear_velocity_);
[2072]534    }
535
536    void ControllableEntity::processServerOrientation()
537    {
[2662]538        if (!this->bHasLocalController_)
539            MobileEntity::setOrientation(this->server_orientation_);
[2072]540    }
541
[2662]542    void ControllableEntity::processServerAngularVelocity()
543    {
544        if (!this->bHasLocalController_)
545            MobileEntity::setAngularVelocity(this->server_angular_velocity_);
546    }
547
[2072]548    void ControllableEntity::processOverwrite()
549    {
[2662]550        if (this->bHasLocalController_)
[2072]551        {
552            this->setPosition(this->server_position_);
553            this->setOrientation(this->server_orientation_);
[2662]554            this->setVelocity(this->server_linear_velocity_);
555            this->setAngularVelocity(this->server_angular_velocity_);
[2072]556
557            this->client_overwrite_ = this->server_overwrite_;
558        }
559    }
560
561    void ControllableEntity::processClientPosition()
562    {
563        if (this->server_overwrite_ == this->client_overwrite_)
564        {
[2662]565            MobileEntity::setPosition(this->client_position_);
566            this->server_position_ = this->getPosition();
[2072]567        }
568    }
569
[2662]570    void ControllableEntity::processClientLinearVelocity()
[2072]571    {
572        if (this->server_overwrite_ == this->client_overwrite_)
573        {
[2662]574            MobileEntity::setVelocity(this->client_linear_velocity_);
575            this->server_linear_velocity_ = this->getVelocity();
[2072]576        }
577    }
578
579    void ControllableEntity::processClientOrientation()
580    {
581        if (this->server_overwrite_ == this->client_overwrite_)
582        {
[2662]583            MobileEntity::setOrientation(this->client_orientation_);
584            this->server_orientation_ = this->getOrientation();
[2072]585        }
586    }
587
[2662]588    void ControllableEntity::processClientAngularVelocity()
[2072]589    {
[2662]590        if (this->server_overwrite_ == this->client_overwrite_)
[2072]591        {
[2662]592            MobileEntity::setAngularVelocity(this->client_angular_velocity_);
593            this->server_angular_velocity_ = this->getAngularVelocity();
[2072]594        }
595    }
596
[2662]597    void ControllableEntity::setPosition(const Vector3& position)
[2072]598    {
[2896]599        if (GameMode::isMaster())
[2072]600        {
[2662]601            MobileEntity::setPosition(position);
602            this->server_position_ = this->getPosition();
[2072]603            ++this->server_overwrite_;
604        }
[2662]605        else if (this->bHasLocalController_)
[2072]606        {
[2662]607            MobileEntity::setPosition(position);
608            this->client_position_ = this->getPosition();
[2072]609        }
610    }
611
612    void ControllableEntity::setOrientation(const Quaternion& orientation)
613    {
[2896]614        if (GameMode::isMaster())
[2072]615        {
[2662]616            MobileEntity::setOrientation(orientation);
617            this->server_orientation_ = this->getOrientation();
[2072]618            ++this->server_overwrite_;
619        }
[2662]620        else if (this->bHasLocalController_)
[2072]621        {
[2662]622            MobileEntity::setOrientation(orientation);
623            this->client_orientation_ = this->getOrientation();
[2072]624        }
625    }
626
[2662]627    void ControllableEntity::setVelocity(const Vector3& velocity)
[2072]628    {
[2896]629        if (GameMode::isMaster())
[2072]630        {
[2662]631            MobileEntity::setVelocity(velocity);
632            this->server_linear_velocity_ = this->getVelocity();
[2072]633            ++this->server_overwrite_;
634        }
[2662]635        else if (this->bHasLocalController_)
[2072]636        {
[2662]637            MobileEntity::setVelocity(velocity);
638            this->client_linear_velocity_ = this->getVelocity();
[2072]639        }
640    }
641
[2662]642    void ControllableEntity::setAngularVelocity(const Vector3& velocity)
[2072]643    {
[2896]644        if (GameMode::isMaster())
[2072]645        {
[2662]646            MobileEntity::setAngularVelocity(velocity);
647            this->server_angular_velocity_ = this->getAngularVelocity();
[2072]648            ++this->server_overwrite_;
649        }
[2662]650        else if (this->bHasLocalController_)
[2072]651        {
[2662]652            MobileEntity::setAngularVelocity(velocity);
653            this->client_angular_velocity_ = this->getAngularVelocity();
[2072]654        }
655    }
656
[2662]657    void ControllableEntity::setWorldTransform(const btTransform& worldTrans)
[2072]658    {
[2662]659        MobileEntity::setWorldTransform(worldTrans);
[2896]660        if (GameMode::isMaster())
[2072]661        {
[2662]662            this->server_position_ = this->getPosition();
663            this->server_orientation_ = this->getOrientation();
664            this->server_linear_velocity_ = this->getVelocity();
665            this->server_angular_velocity_ = this->getAngularVelocity();
[2072]666        }
[2662]667        else if (this->bHasLocalController_)
[2072]668        {
[2662]669            this->client_position_ = this->getPosition();
670            this->client_orientation_ = this->getOrientation();
671            this->client_linear_velocity_ = this->getVelocity();
672            this->client_angular_velocity_ = this->getAngularVelocity();
[2072]673        }
674    }
675}
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