1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Reto Grieder |
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24 | * Co-authors: |
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25 | * Martin Stypinski |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "MobileEntity.h" |
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30 | |
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31 | #include <OgreSceneNode.h> |
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32 | #include <BulletDynamics/Dynamics/btRigidBody.h> |
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33 | |
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34 | #include "core/CoreIncludes.h" |
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35 | #include "core/XMLPort.h" |
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36 | |
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37 | #include "Scene.h" |
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38 | |
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39 | namespace orxonox |
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40 | { |
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41 | MobileEntity::MobileEntity(BaseObject* creator) : WorldEntity(creator) |
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42 | { |
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43 | RegisterObject(MobileEntity); |
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44 | |
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45 | this->linearAcceleration_ = Vector3::ZERO; |
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46 | this->linearVelocity_ = Vector3::ZERO; |
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47 | this->angularAcceleration_ = Vector3::ZERO; |
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48 | this->angularVelocity_ = Vector3::ZERO; |
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49 | } |
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50 | |
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51 | MobileEntity::~MobileEntity() |
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52 | { |
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53 | } |
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54 | |
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55 | void MobileEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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56 | { |
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57 | SUPER(MobileEntity, XMLPort, xmlelement, mode); |
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58 | |
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59 | XMLPortParamTemplate(MobileEntity, "velocity", setVelocity, getVelocity, xmlelement, mode, const Vector3&); |
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60 | |
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61 | Vector3 rotationAxis(this->getRotationAxis()); |
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62 | Degree rotationRate = this->getRotationRate(); |
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63 | XMLPortParamVariable(MobileEntity, "rotationaxis", rotationAxis, xmlelement, mode); |
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64 | XMLPortParamVariable(MobileEntity, "rotationrate", rotationRate, xmlelement, mode); |
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65 | if (mode == XMLPort::LoadObject) |
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66 | { |
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67 | if (rotationAxis == Vector3::ZERO) |
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68 | this->setAngularVelocity(Vector3::ZERO); |
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69 | else |
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70 | this->setAngularVelocity(rotationAxis.normalisedCopy() * rotationRate.valueRadians()); |
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71 | } |
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72 | } |
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73 | |
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74 | void MobileEntity::tick(float dt) |
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75 | { |
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76 | if (this->isActive()) |
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77 | { |
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78 | // Check whether Bullet doesn't do the physics for us |
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79 | if (!this->isDynamic()) |
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80 | { |
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81 | // Linear part |
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82 | this->linearVelocity_.x += this->linearAcceleration_.x * dt; |
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83 | this->linearVelocity_.y += this->linearAcceleration_.y * dt; |
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84 | this->linearVelocity_.z += this->linearAcceleration_.z * dt; |
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85 | this->node_->translate(this->linearVelocity_ * dt); |
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86 | |
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87 | // Angular part |
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88 | // Note: angularVelocity_ is a Quaternion with w = 0 while angularAcceleration_ is a Vector3 |
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89 | this->angularVelocity_.x += angularAcceleration_.x * dt; |
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90 | this->angularVelocity_.y += angularAcceleration_.y * dt; |
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91 | this->angularVelocity_.z += angularAcceleration_.z * dt; |
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92 | // Calculate new orientation with quaternion derivative. This is about 30% faster than with angle/axis method. |
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93 | float mult = dt * 0.5f; |
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94 | // TODO: this could be optimized by writing it out. The calls currently create 4 new Quaternions! |
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95 | Quaternion newOrientation(0.0f, this->angularVelocity_.x * mult, this->angularVelocity_.y * mult, this->angularVelocity_.z * mult); |
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96 | newOrientation = this->node_->getOrientation() + newOrientation * this->node_->getOrientation(); |
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97 | newOrientation.normalise(); |
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98 | this->node_->setOrientation(newOrientation); |
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99 | } |
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100 | } |
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101 | } |
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102 | |
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103 | void MobileEntity::setPosition(const Vector3& position) |
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104 | { |
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105 | if (this->isDynamic()) |
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106 | { |
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107 | btTransform transf = this->physicalBody_->getWorldTransform(); |
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108 | transf.setOrigin(btVector3(position.x, position.y, position.z)); |
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109 | this->physicalBody_->setWorldTransform(transf); |
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110 | } |
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111 | |
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112 | this->node_->setPosition(position); |
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113 | } |
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114 | |
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115 | void MobileEntity::setOrientation(const Quaternion& orientation) |
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116 | { |
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117 | if (this->isDynamic()) |
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118 | { |
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119 | btTransform transf = this->physicalBody_->getWorldTransform(); |
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120 | transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w)); |
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121 | this->physicalBody_->setWorldTransform(transf); |
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122 | } |
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123 | |
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124 | this->node_->setOrientation(orientation); |
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125 | } |
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126 | |
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127 | void MobileEntity::setVelocity(const Vector3& velocity) |
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128 | { |
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129 | if (this->isDynamic()) |
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130 | this->physicalBody_->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z)); |
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131 | |
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132 | this->linearVelocity_ = velocity; |
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133 | } |
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134 | |
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135 | void MobileEntity::setAngularVelocity(const Vector3& velocity) |
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136 | { |
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137 | if (this->isDynamic()) |
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138 | this->physicalBody_->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z)); |
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139 | |
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140 | this->angularVelocity_ = velocity; |
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141 | } |
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142 | |
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143 | void MobileEntity::setAcceleration(const Vector3& acceleration) |
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144 | { |
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145 | if (this->isDynamic()) |
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146 | { |
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147 | this->physicalBody_->applyCentralForce(btVector3(acceleration.x * this->getMass(), acceleration.y * this->getMass(), acceleration.z * this->getMass())); |
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148 | } |
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149 | |
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150 | // If not bullet-managed (deprecated? SpaceShip doesn't use this anymore for movement) TODO: Find out! |
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151 | this->linearAcceleration_ = acceleration; |
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152 | } |
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153 | |
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154 | /** |
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155 | @brief |
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156 | Adds the input acceleration at the input position to the MobileEntity. |
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157 | @param acceleration |
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158 | The acceleration to be additionally applied to the MobileEntity. |
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159 | @param relativePosition |
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160 | The position relative to the MobileEntity at which the acceleration is applied. |
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161 | */ |
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162 | void MobileEntity::addAcceleration(const Vector3 &acceleration, const Vector3 &relativePosition) |
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163 | { |
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164 | if(this->isDynamic()) |
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165 | { |
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166 | this->physicalBody_->applyForce(this->getMass() * btVector3(acceleration.x, acceleration.y, acceleration.z), btVector3(relativePosition.x, relativePosition.y, relativePosition.z)); |
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167 | } |
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168 | } |
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169 | |
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170 | void MobileEntity::setAngularAcceleration(const Vector3& acceleration) |
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171 | { |
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172 | if (this->isDynamic()) |
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173 | { |
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174 | btVector3 inertia(btVector3(1, 1, 1) / this->physicalBody_->getInvInertiaDiagLocal()); |
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175 | this->physicalBody_->applyTorque(btVector3(acceleration.x, acceleration.y, acceleration.z) * inertia); |
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176 | } |
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177 | |
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178 | this->angularAcceleration_ = acceleration; |
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179 | } |
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180 | |
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181 | void MobileEntity::applyCentralForce(const Vector3& force) |
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182 | { |
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183 | if (this->isDynamic()) |
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184 | this->physicalBody_->applyCentralForce(btVector3(force.x * this->getMass(), force.y * this->getMass(), force.z * this->getMass())); |
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185 | } |
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186 | |
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187 | bool MobileEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const |
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188 | { |
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189 | if (type == WorldEntity::Static) |
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190 | { |
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191 | CCOUT(1) << "Error: Cannot tell a MobileEntity to have static collision type! Ignoring." << std::endl; |
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192 | assert(false); // Only in debug mode |
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193 | return false; |
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194 | } |
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195 | else |
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196 | return true; |
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197 | } |
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198 | |
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199 | void MobileEntity::setWorldTransform(const btTransform& worldTrans) |
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200 | { |
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201 | // We use a dynamic body. So we translate our node accordingly. |
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202 | this->node_->setPosition(Vector3(worldTrans.getOrigin().x(), worldTrans.getOrigin().y(), worldTrans.getOrigin().z())); |
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203 | btQuaternion temp(worldTrans.getRotation()); |
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204 | this->node_->setOrientation(Quaternion(temp.w(), temp.x(), temp.y(), temp.z())); |
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205 | this->linearVelocity_.x = this->physicalBody_->getLinearVelocity().x(); |
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206 | this->linearVelocity_.y = this->physicalBody_->getLinearVelocity().y(); |
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207 | this->linearVelocity_.z = this->physicalBody_->getLinearVelocity().z(); |
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208 | this->angularVelocity_.x = this->physicalBody_->getAngularVelocity().x(); |
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209 | this->angularVelocity_.y = this->physicalBody_->getAngularVelocity().y(); |
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210 | this->angularVelocity_.z = this->physicalBody_->getAngularVelocity().z(); |
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211 | } |
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212 | |
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213 | void MobileEntity::getWorldTransform(btTransform& worldTrans) const |
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214 | { |
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215 | // We use a kinematic body |
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216 | worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z)); |
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217 | worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w)); |
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218 | if (this->isDynamic()) |
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219 | { |
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220 | // This function gets called only once for dynamic objects to set the initial conditions |
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221 | // We have to set the velocities too. |
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222 | this->physicalBody_->setLinearVelocity(btVector3(linearVelocity_.x, linearVelocity_.y, linearVelocity_.z)); |
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223 | this->physicalBody_->setAngularVelocity(btVector3(angularVelocity_.x, angularVelocity_.y, angularVelocity_.z)); |
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224 | } |
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225 | } |
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226 | } |
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