[2072] | 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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[2304] | 23 | * Reto Grieder |
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[2072] | 24 | * Co-authors: |
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[2304] | 25 | * Martin Stypinski |
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[2072] | 26 | * |
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| 27 | */ |
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| 28 | |
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[2408] | 29 | #ifndef _MobileEntity_H__ |
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| 30 | #define _MobileEntity_H__ |
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[2072] | 31 | |
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| 32 | #include "OrxonoxPrereqs.h" |
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| 33 | |
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[3196] | 34 | #include "util/Math.h" |
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[5693] | 35 | #include "tools/interfaces/Tickable.h" |
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[2072] | 36 | #include "WorldEntity.h" |
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| 37 | |
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| 38 | namespace orxonox |
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| 39 | { |
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[10437] | 40 | /** |
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| 41 | @brief |
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| 42 | The MobileEntity is a derived class from @ref orxonox::WorldEntity and @ref orxonox::Tickable. It is supposed to be the base class of |
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| 43 | @ref orxonox::MovableEntity and @ref orxonox::ControllableEntity. You will never need to instanciate a MobileEntity directly. |
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| 44 | Use only its derivatives. |
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| 45 | In addition to the functionalities of the @ref orxonox::WorldEntity this class has a linear and angular velocity and a linear and angular acceleration. |
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| 46 | Every time the @see tick function is called the linear acceleration is multiplied by the time since the last call of tick and then added to the |
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| 47 | linear velocity. Then the linear velocity is multiplied by the time since the last call of tick and then added to the position. The same happens with |
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| 48 | the angular acceleration and velocity. With this procedure MobileEntities can change their position and orientation with time. |
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| 49 | */ |
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| 50 | |
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[2408] | 51 | class _OrxonoxExport MobileEntity : public WorldEntity, public Tickable |
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[2072] | 52 | { |
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| 53 | public: |
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[9667] | 54 | MobileEntity(Context* context); |
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[2408] | 55 | virtual ~MobileEntity(); |
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[2072] | 56 | |
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| 57 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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[2374] | 58 | virtual void tick(float dt); |
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[2072] | 59 | |
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[2427] | 60 | virtual void setPosition(const Vector3& position); |
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| 61 | virtual void setOrientation(const Quaternion& orientation); |
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[2201] | 62 | |
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[2427] | 63 | virtual void setVelocity(const Vector3& velocity); |
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[2300] | 64 | inline void setVelocity(float x, float y, float z) |
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[2374] | 65 | { this->setVelocity(Vector3(x, y, z)); } |
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[2300] | 66 | inline const Vector3& getVelocity() const |
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[2374] | 67 | { return this->linearVelocity_; } |
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[8727] | 68 | /** |
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| 69 | @brief Get the velocity in the coordinate-system of the MoblieEntity. |
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| 70 | @return Returns the velocity of the MobileEntity in its coordinate-system. |
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| 71 | */ |
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[2488] | 72 | inline Vector3 getLocalVelocity() const |
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| 73 | { return (this->getOrientation().Inverse() * this->getVelocity()); } |
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[2201] | 74 | |
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[2427] | 75 | virtual void setAngularVelocity(const Vector3& velocity); |
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[2374] | 76 | inline void setAngularVelocity(float x, float y, float z) |
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| 77 | { this->setAngularVelocity(Vector3(x, y, z)); } |
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| 78 | inline const Vector3& getAngularVelocity() const |
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[3084] | 79 | { return this->angularVelocity_; } |
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[2374] | 80 | |
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| 81 | void setAcceleration(const Vector3& acceleration); |
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| 82 | inline void setAcceleration(float x, float y, float z) |
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| 83 | { this->setAcceleration(Vector3(x, y, z)); } |
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| 84 | inline const Vector3& getAcceleration() const |
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| 85 | { return this->linearAcceleration_; } |
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[8727] | 86 | void addAcceleration(const Vector3& acceleration, const Vector3 &relativePosition = Vector3::ZERO); // Adds the input acceleration at the input position to the MobileEntity. |
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[2374] | 87 | |
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| 88 | void setAngularAcceleration(const Vector3& acceleration); |
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| 89 | inline void setAngularAcceleration(float x, float y, float z) |
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| 90 | { this->setAngularAcceleration(Vector3(x, y, z)); } |
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| 91 | inline const Vector3& getAngularAcceleration() const |
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| 92 | { return this->angularAcceleration_; } |
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| 93 | |
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[3033] | 94 | void applyCentralForce(const Vector3& force); |
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| 95 | inline void applyCentralForce(float x, float y, float z) |
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| 96 | { this->applyCentralForce(Vector3(x, y, z)); } |
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| 97 | |
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[2374] | 98 | inline void setRotationRate(Degree rate) |
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| 99 | { this->setAngularVelocity(this->getAngularVelocity().normalisedCopy() * rate.valueRadians()); } |
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| 100 | inline Degree getRotationRate() const |
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[8706] | 101 | { return Radian(this->getAngularVelocity().length()); } |
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[2374] | 102 | |
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| 103 | inline void setRotationAxis(const Vector3& axis) |
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| 104 | { this->setAngularVelocity(axis * this->getAngularVelocity().length()); } |
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| 105 | inline Vector3 getRotationAxis() const |
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| 106 | { return this->getAngularVelocity().normalisedCopy(); } |
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| 107 | |
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[2300] | 108 | protected: |
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[2427] | 109 | // Bullet btMotionState related |
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| 110 | virtual void setWorldTransform(const btTransform& worldTrans); |
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| 111 | void getWorldTransform(btTransform& worldTrans) const; |
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| 112 | |
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[2374] | 113 | Vector3 linearAcceleration_; |
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| 114 | Vector3 linearVelocity_; |
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| 115 | Vector3 angularAcceleration_; |
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| 116 | Vector3 angularVelocity_; |
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[2300] | 117 | |
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[2072] | 118 | private: |
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[2300] | 119 | virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const; |
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[2072] | 120 | }; |
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| 121 | } |
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| 122 | |
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[2408] | 123 | #endif /* _MobileEntity_H__ */ |
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