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 | * Fabian 'x3n' Landau |
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24 | * Reto Grieder (physics) |
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25 | * Co-authors: |
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26 | * ... |
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27 | * |
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28 | */ |
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29 | |
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30 | #include "WorldEntity.h" |
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31 | |
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32 | #include <OgreBillboardSet.h> |
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33 | #include <OgreCamera.h> |
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34 | #include <OgreEntity.h> |
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35 | #include <OgreParticleSystem.h> |
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36 | #include <OgreSceneManager.h> |
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37 | #include <OgreSceneNode.h> |
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38 | #include <BulletDynamics/Dynamics/btRigidBody.h> |
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39 | #include <boost/static_assert.hpp> |
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40 | |
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41 | #include "util/OrxAssert.h" |
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42 | #include "util/Convert.h" |
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43 | #include "util/Exception.h" |
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44 | #include "core/CoreIncludes.h" |
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45 | #include "core/XMLPort.h" |
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46 | #include "Scene.h" |
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47 | #include "collisionshapes/WorldEntityCollisionShape.h" |
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48 | |
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49 | namespace orxonox |
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50 | { |
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51 | const Vector3 WorldEntity::FRONT = Vector3::NEGATIVE_UNIT_Z; |
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52 | const Vector3 WorldEntity::BACK = Vector3::UNIT_Z; |
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53 | const Vector3 WorldEntity::LEFT = Vector3::NEGATIVE_UNIT_X; |
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54 | const Vector3 WorldEntity::RIGHT = Vector3::UNIT_X; |
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55 | const Vector3 WorldEntity::DOWN = Vector3::NEGATIVE_UNIT_Y; |
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56 | const Vector3 WorldEntity::UP = Vector3::UNIT_Y; |
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57 | |
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58 | // Be sure we don't do bad conversions |
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59 | BOOST_STATIC_ASSERT((int)Ogre::Node::TS_LOCAL == (int)WorldEntity::Local); |
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60 | BOOST_STATIC_ASSERT((int)Ogre::Node::TS_PARENT == (int)WorldEntity::Parent); |
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61 | BOOST_STATIC_ASSERT((int)Ogre::Node::TS_WORLD == (int)WorldEntity::World); |
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62 | |
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63 | /** |
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64 | @brief |
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65 | Creates a new WorldEntity that may immediately be used. |
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66 | All the default values are being set here. |
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67 | */ |
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68 | WorldEntity::WorldEntity(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) |
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69 | { |
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70 | RegisterObject(WorldEntity); |
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71 | |
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72 | if (!this->getScene() || !this->getScene()->getRootSceneNode()) |
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73 | ThrowException(AbortLoading, "Can't create WorldEntity, no scene or no root-scenenode given."); |
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74 | |
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75 | this->node_ = this->getScene()->getRootSceneNode()->createChildSceneNode(); |
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76 | |
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77 | this->parent_ = 0; |
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78 | this->parentID_ = OBJECTID_UNKNOWN; |
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79 | this->bDeleteWithParent_ = true; |
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80 | |
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81 | this->node_->setPosition(Vector3::ZERO); |
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82 | this->node_->setOrientation(Quaternion::IDENTITY); |
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83 | |
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84 | // Activity and visibility memory. |
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85 | this->bActiveMem_ = true; |
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86 | this->bVisibleMem_ = true; |
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87 | |
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88 | |
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89 | // Default behaviour does not include physics |
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90 | this->physicalBody_ = 0; |
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91 | this->bPhysicsActive_ = false; |
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92 | this->bPhysicsActiveSynchronised_ = false; |
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93 | this->bPhysicsActiveBeforeAttaching_ = false; |
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94 | this->collisionShape_ = new WorldEntityCollisionShape(this); |
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95 | this->collisionType_ = None; |
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96 | this->collisionTypeSynchronised_ = None; |
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97 | this->mass_ = 0; |
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98 | this->childrenMass_ = 0; |
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99 | // Using bullet default values |
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100 | this->restitution_ = 0; |
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101 | this->angularFactor_ = 1; |
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102 | this->linearDamping_ = 0; |
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103 | this->angularDamping_ = 0; |
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104 | this->friction_ = 0.5; |
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105 | this->bCollisionCallbackActive_ = false; |
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106 | this->bCollisionResponseActive_ = true; |
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107 | |
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108 | this->registerVariables(); |
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109 | } |
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110 | |
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111 | /** |
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112 | @brief |
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113 | Destroys the WorldEntity AND ALL its children with it. |
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114 | */ |
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115 | WorldEntity::~WorldEntity() |
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116 | { |
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117 | if (this->isInitialized()) |
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118 | { |
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119 | if (this->parent_) |
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120 | this->detachFromParent(); |
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121 | |
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122 | std::set<WorldEntity*>::iterator it; |
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123 | while ((it = this->children_.begin()) != this->children_.end()) |
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124 | { |
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125 | WorldEntity* entity = *it; |
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126 | |
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127 | // do this for all children, because even if getDeleteWithParent() returns true a child might still stay active due to smart pointers pointing to it |
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128 | entity->setPosition(entity->getWorldPosition()); |
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129 | this->detach(entity); // detach also erases the element from the children set |
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130 | |
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131 | if (entity->getDeleteWithParent()) |
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132 | entity->destroy(); |
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133 | } |
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134 | |
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135 | if (this->physicalBody_) |
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136 | { |
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137 | this->deactivatePhysics(); |
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138 | delete this->physicalBody_; |
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139 | } |
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140 | this->collisionShape_->destroy(); |
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141 | |
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142 | this->node_->detachAllObjects(); |
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143 | this->node_->removeAllChildren(); |
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144 | |
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145 | OrxAssert(this->getScene()->getSceneManager(), "No SceneManager defined in a WorldEntity."); |
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146 | this->getScene()->getSceneManager()->destroySceneNode(this->node_->getName()); |
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147 | } |
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148 | } |
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149 | |
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150 | void WorldEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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151 | { |
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152 | SUPER(WorldEntity, XMLPort, xmlelement, mode); |
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153 | |
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154 | XMLPortParamTemplate(WorldEntity, "position", setPosition, getPosition, xmlelement, mode, const Vector3&); |
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155 | XMLPortParamTemplate(WorldEntity, "orientation", setOrientation, getOrientation, xmlelement, mode, const Quaternion&); |
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156 | XMLPortParamTemplate(WorldEntity, "scale3D", setScale3D, getScale3D, xmlelement, mode, const Vector3&); |
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157 | XMLPortParam (WorldEntity, "scale", setScale, getScale, xmlelement, mode); |
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158 | XMLPortParamLoadOnly(WorldEntity, "lookat", lookAt_xmlport, xmlelement, mode); |
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159 | XMLPortParamLoadOnly(WorldEntity, "direction", setDirection_xmlport, xmlelement, mode); |
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160 | XMLPortParamLoadOnly(WorldEntity, "yaw", yaw_xmlport, xmlelement, mode); |
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161 | XMLPortParamLoadOnly(WorldEntity, "pitch", pitch_xmlport, xmlelement, mode); |
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162 | XMLPortParamLoadOnly(WorldEntity, "roll", roll_xmlport, xmlelement, mode); |
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163 | XMLPortParam (WorldEntity, "deletewithparent", setDeleteWithParent, getDeleteWithParent, xmlelement, mode); |
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164 | |
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165 | // Physics |
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166 | XMLPortParam(WorldEntity, "collisionType", setCollisionTypeStr, getCollisionTypeStr, xmlelement, mode); |
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167 | XMLPortParam(WorldEntity, "collisionResponse", setCollisionResponse, hasCollisionResponse, xmlelement, mode); |
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168 | XMLPortParam(WorldEntity, "mass", setMass, getMass, xmlelement, mode); |
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169 | XMLPortParam(WorldEntity, "restitution", setRestitution, getRestitution, xmlelement, mode); |
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170 | XMLPortParam(WorldEntity, "angularFactor", setAngularFactor, getAngularFactor, xmlelement, mode); |
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171 | XMLPortParam(WorldEntity, "linearDamping", setLinearDamping, getLinearDamping, xmlelement, mode); |
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172 | XMLPortParam(WorldEntity, "angularDamping", setAngularDamping, getAngularDamping, xmlelement, mode); |
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173 | XMLPortParam(WorldEntity, "friction", setFriction, getFriction, xmlelement, mode); |
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174 | |
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175 | // Other attached WorldEntities |
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176 | XMLPortObject(WorldEntity, WorldEntity, "attached", attach, getAttachedObject, xmlelement, mode); |
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177 | // Attached collision shapes |
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178 | XMLPortObject(WorldEntity, CollisionShape, "collisionShapes", attachCollisionShape, getAttachedCollisionShape, xmlelement, mode); |
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179 | } |
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180 | |
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181 | void WorldEntity::registerVariables() |
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182 | { |
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183 | registerVariable(this->mainStateName_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedMainStateName)); |
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184 | |
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185 | registerVariable(this->bActive_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedActivity)); |
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186 | registerVariable(this->bVisible_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedVisibility)); |
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187 | |
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188 | registerVariable(this->getScale3D(), VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::scaleChanged)); |
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189 | |
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190 | // Physics stuff |
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191 | registerVariable(this->mass_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::massChanged)); |
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192 | registerVariable(this->restitution_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::restitutionChanged)); |
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193 | registerVariable(this->angularFactor_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::angularFactorChanged)); |
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194 | registerVariable(this->linearDamping_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::linearDampingChanged)); |
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195 | registerVariable(this->angularDamping_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::angularDampingChanged)); |
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196 | registerVariable(this->friction_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::frictionChanged)); |
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197 | registerVariable(this->bCollisionCallbackActive_, |
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198 | VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionCallbackActivityChanged)); |
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199 | registerVariable(this->bCollisionResponseActive_, |
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200 | VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionResponseActivityChanged)); |
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201 | registerVariable((int&)this->collisionTypeSynchronised_, |
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202 | VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionTypeChanged)); |
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203 | registerVariable(this->bPhysicsActiveSynchronised_, |
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204 | VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::physicsActivityChanged)); |
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205 | |
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206 | // Attach to parent if necessary |
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207 | registerVariable(this->parentID_, VariableDirection::ToClient, new NetworkCallback<WorldEntity>(this, &WorldEntity::networkcallback_parentChanged)); |
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208 | } |
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209 | |
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210 | /** |
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211 | @brief |
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212 | When the activity is changed, it is changed for all attached objects as well. |
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213 | */ |
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214 | void WorldEntity::changedActivity(void) |
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215 | { |
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216 | SUPER(WorldEntity, changedActivity); |
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217 | |
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218 | if(GameMode::isMaster()) |
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219 | { |
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220 | for (std::set<WorldEntity*>::const_iterator it = this->getAttachedObjects().begin(); it != this->getAttachedObjects().end(); it++) |
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221 | { |
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222 | if(!this->isActive()) |
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223 | { |
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224 | (*it)->bActiveMem_ = (*it)->isActive(); |
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225 | (*it)->setActive(this->isActive()); |
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226 | } |
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227 | else |
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228 | { |
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229 | (*it)->setActive((*it)->bActiveMem_); |
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230 | } |
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231 | } |
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232 | } |
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233 | } |
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234 | |
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235 | /** |
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236 | @brief |
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237 | When the visibility is changed, it is changed for all attached objects as well. |
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238 | */ |
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239 | void WorldEntity::changedVisibility(void) |
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240 | { |
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241 | SUPER(WorldEntity, changedVisibility); |
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242 | |
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243 | if(GameMode::isMaster()) |
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244 | { |
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245 | for (std::set<WorldEntity*>::const_iterator it = this->getAttachedObjects().begin(); it != this->getAttachedObjects().end(); it++) |
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246 | { |
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247 | if(!this->isVisible()) |
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248 | { |
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249 | (*it)->bVisibleMem_ = (*it)->isVisible(); |
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250 | (*it)->setVisible(this->isVisible()); |
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251 | } |
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252 | else |
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253 | { |
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254 | (*it)->setVisible((*it)->bVisibleMem_); |
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255 | } |
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256 | } |
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257 | } |
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258 | } |
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259 | |
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260 | /** |
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261 | @brief |
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262 | Network function that object this instance to its correct parent. |
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263 | */ |
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264 | void WorldEntity::networkcallback_parentChanged() |
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265 | { |
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266 | if (this->parentID_ != OBJECTID_UNKNOWN) |
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267 | { |
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268 | WorldEntity* parent = orxonox_cast<WorldEntity*>(Synchronisable::getSynchronisable(this->parentID_)); |
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269 | if (parent) |
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270 | this->attachToParent(parent); |
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271 | } |
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272 | } |
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273 | |
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274 | /** |
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275 | @brief |
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276 | Attaches this object to a parent SceneNode. |
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277 | @remarks |
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278 | Only use this method if you know exactly what you're doing! |
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279 | Normally, attaching works internally by attaching WE's. |
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280 | */ |
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281 | void WorldEntity::attachToNode(Ogre::SceneNode* node) |
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282 | { |
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283 | Ogre::Node* parent = this->node_->getParent(); |
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284 | if (parent) |
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285 | parent->removeChild(this->node_); |
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286 | node->addChild(this->node_); |
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287 | } |
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288 | |
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289 | /** |
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290 | @brief |
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291 | Detaches this object from a parent SceneNode. |
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292 | @remarks |
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293 | Only use this method if you know exactly what you're doing! |
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294 | Normally, attaching works internally by attaching WE's. |
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295 | */ |
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296 | void WorldEntity::detachFromNode(Ogre::SceneNode* node) |
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297 | { |
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298 | node->removeChild(this->node_); |
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299 | // this->getScene()->getRootSceneNode()->addChild(this->node_); |
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300 | } |
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301 | |
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302 | /** |
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303 | @brief |
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304 | Network callback for the collision type. Only change the type if it was valid. |
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305 | */ |
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306 | void WorldEntity::collisionTypeChanged() |
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307 | { |
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308 | if (this->collisionTypeSynchronised_ != Dynamic && |
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309 | this->collisionTypeSynchronised_ != Kinematic && |
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310 | this->collisionTypeSynchronised_ != Static && |
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311 | this->collisionTypeSynchronised_ != None) |
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312 | { |
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313 | CCOUT(1) << "Error when collsion Type was received over network. Unknown enum value:" << this->collisionTypeSynchronised_ << std::endl; |
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314 | } |
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315 | else if (this->collisionTypeSynchronised_ != collisionType_) |
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316 | { |
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317 | if (this->parent_) |
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318 | CCOUT(2) << "Warning: Network connection tried to set the collision type of an attached WE. Ignoring." << std::endl; |
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319 | else |
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320 | this->setCollisionType(this->collisionTypeSynchronised_); |
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321 | } |
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322 | } |
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323 | |
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324 | //! Network callback for this->bPhysicsActive_ |
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325 | void WorldEntity::physicsActivityChanged() |
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326 | { |
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327 | if (this->bPhysicsActiveSynchronised_) |
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328 | this->activatePhysics(); |
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329 | else |
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330 | this->deactivatePhysics(); |
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331 | } |
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332 | |
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333 | //! Function sets whether Bullet should issue a callback on collisions |
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334 | void WorldEntity::collisionCallbackActivityChanged() |
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335 | { |
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336 | if (this->hasPhysics()) |
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337 | { |
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338 | if (this->bCollisionCallbackActive_) |
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339 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() | |
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340 | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); |
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341 | else |
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342 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & |
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343 | ~btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); |
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344 | } |
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345 | } |
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346 | |
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347 | //! Function sets whether Bullet should react itself to a collision |
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348 | void WorldEntity::collisionResponseActivityChanged() |
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349 | { |
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350 | if (this->hasPhysics()) |
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351 | { |
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352 | if (this->bCollisionResponseActive_) |
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353 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & |
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354 | ~btCollisionObject::CF_NO_CONTACT_RESPONSE); |
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355 | else |
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356 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() | |
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357 | btCollisionObject::CF_NO_CONTACT_RESPONSE); |
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358 | } |
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359 | } |
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360 | |
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361 | /** |
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362 | @brief |
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363 | Attaches a child WorldEntity to this object. This calls notifyBeingAttached() |
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364 | of the child WE. |
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365 | @note |
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366 | The collision shape of the child object gets attached nevertheless. That also means |
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367 | that you can change the collision shape of the child and it correctly cascadeds the changes to this instance. |
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368 | Be aware of this implication: When implementing attaching of kinematic objects to others, you have to change |
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369 | this behaviour because you then might not want to merge the collision shapes. |
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370 | */ |
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371 | void WorldEntity::attach(WorldEntity* object) |
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372 | { |
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373 | if (object == this) |
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374 | { |
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375 | COUT(2) << "Warning: Can't attach a WorldEntity to itself." << std::endl; |
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376 | return; |
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377 | } |
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378 | |
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379 | if (!object->notifyBeingAttached(this)) |
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380 | return; |
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381 | |
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382 | this->attachNode(object->node_); |
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383 | this->children_.insert(object); |
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384 | |
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385 | this->attachCollisionShape(object->collisionShape_); |
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386 | // mass |
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387 | this->childrenMass_ += object->getMass(); |
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388 | recalculateMassProps(); |
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389 | } |
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390 | |
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391 | /** |
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392 | @brief |
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393 | Function gets called when this object is being attached to a new parent. |
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394 | |
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395 | This operation is only allowed if the collision types "like" each other. |
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396 | - You cannot a attach a non physical object to a physical one. |
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397 | - Dynamic object can NOT be attached at all. |
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398 | - It is also not possible to attach a kinematic to a dynamic one. |
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399 | - Attaching of kinematic objects otherwise is not yet supported. |
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400 | */ |
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401 | bool WorldEntity::notifyBeingAttached(WorldEntity* newParent) |
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402 | { |
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403 | // check first whether attaching is even allowed |
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404 | if (this->hasPhysics()) |
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405 | { |
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406 | if (!newParent->hasPhysics()) |
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407 | { |
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408 | COUT(2) << "Warning: Cannot attach a physical object to a non physical one." << std::endl; |
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409 | return false; |
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410 | } |
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411 | else if (this->isDynamic()) |
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412 | { |
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413 | COUT(2) << "Warning: Cannot attach a dynamic object to a WorldEntity." << std::endl; |
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414 | return false; |
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415 | } |
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416 | else if (this->isKinematic() && newParent->isDynamic()) |
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417 | { |
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418 | COUT(2) << "Warning: Cannot attach a kinematic object to a dynamic one." << std::endl; |
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419 | return false; |
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420 | } |
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421 | else if (this->isKinematic()) |
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422 | { |
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423 | COUT(2) << "Warning: Cannot attach a kinematic object to a static or kinematic one: Not yet implemented." << std::endl; |
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424 | return false; |
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425 | } |
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426 | } |
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427 | |
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428 | if (this->isPhysicsActive()) |
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429 | this->bPhysicsActiveBeforeAttaching_ = true; |
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430 | this->deactivatePhysics(); |
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431 | |
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432 | if (this->parent_) |
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433 | this->detachFromParent(); |
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434 | |
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435 | this->parent_ = newParent; |
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436 | this->parentID_ = newParent->getObjectID(); |
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437 | |
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438 | this->parentChanged(); |
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439 | |
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440 | // apply transform to collision shape |
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441 | this->collisionShape_->setPosition(this->getPosition()); |
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442 | this->collisionShape_->setOrientation(this->getOrientation()); |
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443 | // TODO: Scale |
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444 | |
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445 | return true; |
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446 | } |
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447 | |
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448 | /** |
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449 | @brief |
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450 | Detaches a child WorldEntity from this instance. |
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451 | */ |
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452 | void WorldEntity::detach(WorldEntity* object) |
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453 | { |
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454 | std::set<WorldEntity*>::iterator it = this->children_.find(object); |
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455 | if (it == this->children_.end()) |
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456 | { |
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457 | CCOUT(2) << "Warning: Cannot detach an object that is not a child." << std::endl; |
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458 | return; |
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459 | } |
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460 | |
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461 | // collision shapes |
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462 | this->detachCollisionShape(object->collisionShape_); |
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463 | |
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464 | // mass |
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465 | if (object->getMass() > 0.0f) |
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466 | { |
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467 | this->childrenMass_ -= object->getMass(); |
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468 | recalculateMassProps(); |
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469 | } |
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470 | |
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471 | this->detachNode(object->node_); |
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472 | this->children_.erase(it); |
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473 | |
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474 | object->notifyDetached(); |
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475 | } |
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476 | |
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477 | /** |
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478 | @brief |
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479 | Function gets called when the object has been detached from its parent. |
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480 | */ |
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481 | void WorldEntity::notifyDetached() |
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482 | { |
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483 | this->parent_ = 0; |
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484 | this->parentID_ = OBJECTID_UNKNOWN; |
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485 | |
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486 | this->parentChanged(); |
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487 | |
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488 | // reset orientation of the collisionShape (cannot be set within a WE usually) |
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489 | this->collisionShape_->setPosition(Vector3::ZERO); |
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490 | this->collisionShape_->setOrientation(Quaternion::IDENTITY); |
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491 | // TODO: Scale |
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492 | |
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493 | if (this->bPhysicsActiveBeforeAttaching_) |
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494 | { |
---|
495 | this->activatePhysics(); |
---|
496 | this->bPhysicsActiveBeforeAttaching_ = false; |
---|
497 | } |
---|
498 | } |
---|
499 | |
---|
500 | //! Returns an attached object (merely for XMLPort). |
---|
501 | WorldEntity* WorldEntity::getAttachedObject(unsigned int index) |
---|
502 | { |
---|
503 | unsigned int i = 0; |
---|
504 | for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it) |
---|
505 | { |
---|
506 | if (i == index) |
---|
507 | return (*it); |
---|
508 | ++i; |
---|
509 | } |
---|
510 | return 0; |
---|
511 | } |
---|
512 | |
---|
513 | //! Attaches an Ogre::SceneNode to this WorldEntity. |
---|
514 | void WorldEntity::attachNode(Ogre::SceneNode* node) |
---|
515 | { |
---|
516 | Ogre::Node* parent = node->getParent(); |
---|
517 | if (parent) |
---|
518 | parent->removeChild(node); |
---|
519 | this->node_->addChild(node); |
---|
520 | } |
---|
521 | |
---|
522 | //! Detaches an Ogre::SceneNode from this WorldEntity. |
---|
523 | void WorldEntity::detachNode(Ogre::SceneNode* node) |
---|
524 | { |
---|
525 | this->node_->removeChild(node); |
---|
526 | // this->getScene()->getRootSceneNode()->addChild(node); |
---|
527 | } |
---|
528 | |
---|
529 | //! Attaches an Ogre::MovableObject to this WorldEntity. |
---|
530 | void WorldEntity::attachOgreObject(Ogre::MovableObject* object) |
---|
531 | { |
---|
532 | this->node_->attachObject(object); |
---|
533 | object->setUserAny(Ogre::Any(static_cast<OrxonoxClass*>(this))); |
---|
534 | } |
---|
535 | |
---|
536 | void WorldEntity::attachOgreObject(Ogre::BillboardSet* object) |
---|
537 | { this->attachOgreObject(static_cast<Ogre::MovableObject*>(object)); } |
---|
538 | void WorldEntity::attachOgreObject(Ogre::Camera* object) |
---|
539 | { this->attachOgreObject(static_cast<Ogre::MovableObject*>(object)); } |
---|
540 | void WorldEntity::attachOgreObject(Ogre::Entity* object) |
---|
541 | { this->attachOgreObject(static_cast<Ogre::MovableObject*>(object)); } |
---|
542 | void WorldEntity::attachOgreObject(Ogre::ParticleSystem* object) |
---|
543 | { this->attachOgreObject(static_cast<Ogre::MovableObject*>(object)); } |
---|
544 | |
---|
545 | //! Detaches an Ogre::MovableObject from this WorldEntity. |
---|
546 | void WorldEntity::detachOgreObject(Ogre::MovableObject* object) |
---|
547 | { |
---|
548 | object->setUserAny(Ogre::Any(static_cast<OrxonoxClass*>(NULL))); |
---|
549 | this->node_->detachObject(object); |
---|
550 | } |
---|
551 | |
---|
552 | void WorldEntity::detachOgreObject(Ogre::BillboardSet* object) |
---|
553 | { this->detachOgreObject(static_cast<Ogre::MovableObject*>(object)); } |
---|
554 | void WorldEntity::detachOgreObject(Ogre::Camera* object) |
---|
555 | { this->detachOgreObject(static_cast<Ogre::MovableObject*>(object)); } |
---|
556 | void WorldEntity::detachOgreObject(Ogre::Entity* object) |
---|
557 | { this->detachOgreObject(static_cast<Ogre::MovableObject*>(object)); } |
---|
558 | void WorldEntity::detachOgreObject(Ogre::ParticleSystem* object) |
---|
559 | { this->detachOgreObject(static_cast<Ogre::MovableObject*>(object)); } |
---|
560 | |
---|
561 | //! Detaches an Ogre::MovableObject (by string) from this WorldEntity. |
---|
562 | Ogre::MovableObject* WorldEntity::detachOgreObject(const Ogre::String& name) |
---|
563 | { |
---|
564 | return this->node_->detachObject(name); |
---|
565 | } |
---|
566 | |
---|
567 | //! Attaches a collision Shape to this object (delegated to the internal CompoundCollisionShape) |
---|
568 | void WorldEntity::attachCollisionShape(CollisionShape* shape) |
---|
569 | { |
---|
570 | this->collisionShape_->attach(shape); |
---|
571 | // Note: this->collisionShape_ already notifies us of any changes. |
---|
572 | } |
---|
573 | |
---|
574 | //! Detaches a collision Shape from this object (delegated to the internal CompoundCollisionShape) |
---|
575 | void WorldEntity::detachCollisionShape(CollisionShape* shape) |
---|
576 | { |
---|
577 | // Note: The collision shapes may not be detached with this function! |
---|
578 | this->collisionShape_->detach(shape); |
---|
579 | // Note: this->collisionShape_ already notifies us of any changes. |
---|
580 | } |
---|
581 | |
---|
582 | //! Returns an attached collision Shape of this object (delegated to the internal CompoundCollisionShape) |
---|
583 | CollisionShape* WorldEntity::getAttachedCollisionShape(unsigned int index) |
---|
584 | { |
---|
585 | return this->collisionShape_->getAttachedShape(index); |
---|
586 | } |
---|
587 | |
---|
588 | // Note: These functions are placed in WorldEntity.h as inline functions for the release build. |
---|
589 | #ifndef ORXONOX_RELEASE |
---|
590 | const Vector3& WorldEntity::getPosition() const |
---|
591 | { |
---|
592 | return this->node_->getPosition(); |
---|
593 | } |
---|
594 | |
---|
595 | const Quaternion& WorldEntity::getOrientation() const |
---|
596 | { |
---|
597 | return this->node_->getOrientation(); |
---|
598 | } |
---|
599 | |
---|
600 | const Vector3& WorldEntity::getScale3D() const |
---|
601 | { |
---|
602 | return this->node_->getScale(); |
---|
603 | } |
---|
604 | #endif |
---|
605 | |
---|
606 | //! Returns the position relative to the root space |
---|
607 | const Vector3& WorldEntity::getWorldPosition() const |
---|
608 | { |
---|
609 | return this->node_->_getDerivedPosition(); |
---|
610 | } |
---|
611 | |
---|
612 | //! Returns the orientation relative to the root space |
---|
613 | const Quaternion& WorldEntity::getWorldOrientation() const |
---|
614 | { |
---|
615 | return this->node_->_getDerivedOrientation(); |
---|
616 | } |
---|
617 | |
---|
618 | //! Returns the scaling applied relative to the root space in 3 coordinates |
---|
619 | const Vector3& WorldEntity::getWorldScale3D() const |
---|
620 | { |
---|
621 | return this->node_->_getDerivedScale(); |
---|
622 | } |
---|
623 | |
---|
624 | /** |
---|
625 | @brief |
---|
626 | Returns the scaling applied relative to the root space in 3 coordinates |
---|
627 | @return |
---|
628 | Returns the scaling if it is uniform, 1.0f otherwise. |
---|
629 | */ |
---|
630 | float WorldEntity::getWorldScale() const |
---|
631 | { |
---|
632 | Vector3 scale = this->getWorldScale3D(); |
---|
633 | return (scale.x == scale.y && scale.x == scale.z) ? scale.x : 1; |
---|
634 | } |
---|
635 | |
---|
636 | /** |
---|
637 | @brief |
---|
638 | Sets the three dimensional scaling of this object. |
---|
639 | @note |
---|
640 | Scaling physical objects has not yet been implemented and is therefore forbidden. |
---|
641 | */ |
---|
642 | void WorldEntity::setScale3D(const Vector3& scale) |
---|
643 | { |
---|
644 | // If physics is enabled scale the attached CollisionShape. |
---|
645 | /*if (this->hasPhysics() && this->collisionShape_ != NULL) |
---|
646 | { |
---|
647 | this->collisionShape_->setScale3D(scale); |
---|
648 | }*/ |
---|
649 | |
---|
650 | this->node_->setScale(scale); |
---|
651 | |
---|
652 | this->changedScale(); |
---|
653 | } |
---|
654 | |
---|
655 | /** |
---|
656 | @brief |
---|
657 | Translates this WorldEntity by a vector. |
---|
658 | @param distance |
---|
659 | The relative distance of the translation |
---|
660 | @param relativeTo |
---|
661 | The TransformSpace of this translation |
---|
662 | */ |
---|
663 | void WorldEntity::translate(const Vector3& distance, TransformSpace relativeTo) |
---|
664 | { |
---|
665 | switch (relativeTo) |
---|
666 | { |
---|
667 | case WorldEntity::Local: |
---|
668 | // position is relative to parent so transform downwards |
---|
669 | this->setPosition(this->getPosition() + this->getOrientation() * distance); |
---|
670 | break; |
---|
671 | case WorldEntity::Parent: |
---|
672 | this->setPosition(this->getPosition() + distance); |
---|
673 | break; |
---|
674 | case WorldEntity::World: |
---|
675 | // position is relative to parent so transform upwards |
---|
676 | if (this->node_->getParent()) |
---|
677 | setPosition(getPosition() + (node_->getParent()->_getDerivedOrientation().Inverse() * distance) |
---|
678 | / node_->getParent()->_getDerivedScale()); |
---|
679 | else |
---|
680 | this->setPosition(this->getPosition() + distance); |
---|
681 | break; |
---|
682 | } |
---|
683 | } |
---|
684 | |
---|
685 | /** |
---|
686 | @brief |
---|
687 | Rotates this WorldEntity by a quaternion. |
---|
688 | @param rotation |
---|
689 | The desired relative rotation |
---|
690 | @param relativeTo |
---|
691 | The TransformSpace of this translation |
---|
692 | */ |
---|
693 | void WorldEntity::rotate(const Quaternion& rotation, TransformSpace relativeTo) |
---|
694 | { |
---|
695 | switch(relativeTo) |
---|
696 | { |
---|
697 | case WorldEntity::Local: |
---|
698 | this->setOrientation(this->getOrientation() * rotation); |
---|
699 | break; |
---|
700 | case WorldEntity::Parent: |
---|
701 | // Rotations are normally relative to local axes, transform up |
---|
702 | this->setOrientation(rotation * this->getOrientation()); |
---|
703 | break; |
---|
704 | case WorldEntity::World: |
---|
705 | // Rotations are normally relative to local axes, transform up |
---|
706 | this->setOrientation(this->getOrientation() * this->getWorldOrientation().Inverse() |
---|
707 | * rotation * this->getWorldOrientation()); |
---|
708 | break; |
---|
709 | } |
---|
710 | } |
---|
711 | |
---|
712 | /** |
---|
713 | @brief |
---|
714 | Makes this WorldEntity look at a specific target location. |
---|
715 | @param target |
---|
716 | An absolute point in the space which defines the direction of the entity |
---|
717 | @param relativeTo |
---|
718 | The TransformSpace of this translation |
---|
719 | @param localDirectionVector |
---|
720 | The vector which normally describes the natural direction of the object, usually -Z. |
---|
721 | */ |
---|
722 | void WorldEntity::lookAt(const Vector3& target, TransformSpace relativeTo, const Vector3& localDirectionVector) |
---|
723 | { |
---|
724 | Vector3 origin(0, 0, 0); |
---|
725 | switch (relativeTo) |
---|
726 | { |
---|
727 | case WorldEntity::Local: |
---|
728 | origin = Vector3::ZERO; |
---|
729 | break; |
---|
730 | case WorldEntity::Parent: |
---|
731 | origin = this->getPosition(); |
---|
732 | break; |
---|
733 | case WorldEntity::World: |
---|
734 | origin = this->getWorldPosition(); |
---|
735 | break; |
---|
736 | } |
---|
737 | this->setDirection(target - origin, relativeTo, localDirectionVector); |
---|
738 | } |
---|
739 | |
---|
740 | /** |
---|
741 | @brief |
---|
742 | Makes this WorldEntity look in specific direction. |
---|
743 | @param direction |
---|
744 | A point relative to the position of the WorldEntity which defines its orientation |
---|
745 | @param relativeTo |
---|
746 | The TransformSpace of this translation |
---|
747 | @param localDirectionVector |
---|
748 | The vector which normally describes the natural direction of the object, usually -Z. |
---|
749 | */ |
---|
750 | void WorldEntity::setDirection(const Vector3& direction, TransformSpace relativeTo, const Vector3& localDirectionVector) |
---|
751 | { |
---|
752 | Quaternion savedOrientation(this->getOrientation()); |
---|
753 | this->node_->setDirection(direction, static_cast<Ogre::Node::TransformSpace>(relativeTo), localDirectionVector); |
---|
754 | Quaternion newOrientation(this->node_->getOrientation()); |
---|
755 | this->node_->setOrientation(savedOrientation); |
---|
756 | this->setOrientation(newOrientation); |
---|
757 | } |
---|
758 | |
---|
759 | //! Activates physics if the CollisionType is not None. |
---|
760 | void WorldEntity::activatePhysics() |
---|
761 | { |
---|
762 | if (this->isActive() && this->hasPhysics() && !this->isPhysicsActive() && !this->parent_) |
---|
763 | { |
---|
764 | this->getScene()->addPhysicalObject(this); |
---|
765 | this->bPhysicsActive_ = true; |
---|
766 | this->bPhysicsActiveSynchronised_ = true; |
---|
767 | } |
---|
768 | } |
---|
769 | |
---|
770 | //! Deactivates physics but the CollisionType does not change. |
---|
771 | void WorldEntity::deactivatePhysics() |
---|
772 | { |
---|
773 | if (this->isPhysicsActive()) |
---|
774 | { |
---|
775 | this->getScene()->removePhysicalObject(this); |
---|
776 | this->bPhysicsActive_ = false; |
---|
777 | this->bPhysicsActiveSynchronised_ = false; |
---|
778 | } |
---|
779 | } |
---|
780 | |
---|
781 | //! Tells whether the object has already been added to the Bullet physics World. |
---|
782 | bool WorldEntity::addedToPhysicalWorld() const |
---|
783 | { |
---|
784 | return this->physicalBody_ && this->physicalBody_->isInWorld(); |
---|
785 | } |
---|
786 | |
---|
787 | /** |
---|
788 | @brief |
---|
789 | Sets the CollisionType. This alters the object significantly! |
---|
790 | @note |
---|
791 | Operation does not work on attached WorldEntities. |
---|
792 | */ |
---|
793 | void WorldEntity::setCollisionType(CollisionType type) |
---|
794 | { |
---|
795 | if (this->collisionType_ == type) |
---|
796 | return; |
---|
797 | |
---|
798 | // If we are already attached to a parent, this would be a bad idea.. |
---|
799 | if (this->parent_) |
---|
800 | { |
---|
801 | CCOUT(2) << "Warning: Cannot set the collision type of a WorldEntity with a parent." << std::endl; |
---|
802 | return; |
---|
803 | } |
---|
804 | |
---|
805 | // Check for type legality. Could be StaticEntity or MobileEntity. |
---|
806 | if (!this->isCollisionTypeLegal(type)) |
---|
807 | return; |
---|
808 | |
---|
809 | if (this->isPhysicsActive()) |
---|
810 | this->deactivatePhysics(); |
---|
811 | |
---|
812 | bool bReactivatePhysics = true; |
---|
813 | if (this->hasPhysics() && !this->isPhysicsActive()) |
---|
814 | bReactivatePhysics = false; |
---|
815 | |
---|
816 | // Check whether we have to create or destroy. |
---|
817 | if (type != None && this->collisionType_ == None) |
---|
818 | { |
---|
819 | /* |
---|
820 | HACK HACK HACK |
---|
821 | // Check whether there was some scaling applied. |
---|
822 | if (!this->node_->getScale().positionEquals(Vector3(1, 1, 1), 0.001)) |
---|
823 | { |
---|
824 | CCOUT(2) << "Warning: Cannot create a physical body if there is scaling applied to the node: Not yet implemented." << std::endl; |
---|
825 | return; |
---|
826 | } |
---|
827 | HACK HACK HACK |
---|
828 | */ |
---|
829 | // Create new rigid body |
---|
830 | btRigidBody::btRigidBodyConstructionInfo bodyConstructionInfo(0, this, this->collisionShape_->getCollisionShape()); |
---|
831 | this->physicalBody_ = new btRigidBody(bodyConstructionInfo); |
---|
832 | this->physicalBody_->setUserPointer(this); |
---|
833 | this->physicalBody_->setActivationState(DISABLE_DEACTIVATION); |
---|
834 | } |
---|
835 | else if (type == None && this->collisionType_ != None) |
---|
836 | { |
---|
837 | // Destroy rigid body |
---|
838 | assert(this->physicalBody_); |
---|
839 | deactivatePhysics(); |
---|
840 | delete this->physicalBody_; |
---|
841 | this->physicalBody_ = 0; |
---|
842 | this->collisionType_ = None; |
---|
843 | this->collisionTypeSynchronised_ = None; |
---|
844 | return; |
---|
845 | } |
---|
846 | |
---|
847 | // Change type |
---|
848 | switch (type) |
---|
849 | { |
---|
850 | case Dynamic: |
---|
851 | this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_STATIC_OBJECT & !btCollisionObject::CF_KINEMATIC_OBJECT); |
---|
852 | break; |
---|
853 | case Kinematic: |
---|
854 | this->physicalBody_->setCollisionFlags((this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_STATIC_OBJECT) | btCollisionObject::CF_KINEMATIC_OBJECT); |
---|
855 | break; |
---|
856 | case Static: |
---|
857 | this->physicalBody_->setCollisionFlags((this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_KINEMATIC_OBJECT) | btCollisionObject::CF_STATIC_OBJECT); |
---|
858 | break; |
---|
859 | case None: |
---|
860 | assert(false); // Doesn't happen |
---|
861 | return; |
---|
862 | } |
---|
863 | this->collisionType_ = type; |
---|
864 | this->collisionTypeSynchronised_ = type; |
---|
865 | |
---|
866 | // update mass and inertia tensor |
---|
867 | recalculateMassProps(); |
---|
868 | internalSetPhysicsProps(); |
---|
869 | collisionCallbackActivityChanged(); |
---|
870 | collisionResponseActivityChanged(); |
---|
871 | if (bReactivatePhysics) |
---|
872 | activatePhysics(); |
---|
873 | } |
---|
874 | |
---|
875 | //! Sets the CollisionType by string (used for the XMLPort) |
---|
876 | void WorldEntity::setCollisionTypeStr(const std::string& typeStr) |
---|
877 | { |
---|
878 | const std::string& typeStrLower = getLowercase(typeStr); |
---|
879 | CollisionType type; |
---|
880 | if (typeStrLower == "dynamic") |
---|
881 | type = Dynamic; |
---|
882 | else if (typeStrLower == "static") |
---|
883 | type = Static; |
---|
884 | else if (typeStrLower == "kinematic") |
---|
885 | type = Kinematic; |
---|
886 | else if (typeStrLower == "none") |
---|
887 | type = None; |
---|
888 | else |
---|
889 | ThrowException(ParseError, std::string("Attempting to set an unknown collision type: '") + typeStr + "'."); |
---|
890 | this->setCollisionType(type); |
---|
891 | } |
---|
892 | |
---|
893 | //! Gets the CollisionType by string (used for the XMLPort) |
---|
894 | std::string WorldEntity::getCollisionTypeStr() const |
---|
895 | { |
---|
896 | switch (this->getCollisionType()) |
---|
897 | { |
---|
898 | case Dynamic: |
---|
899 | return "dynamic"; |
---|
900 | case Kinematic: |
---|
901 | return "kinematic"; |
---|
902 | case Static: |
---|
903 | return "static"; |
---|
904 | case None: |
---|
905 | return "none"; |
---|
906 | default: |
---|
907 | assert(false); |
---|
908 | return ""; |
---|
909 | } |
---|
910 | } |
---|
911 | |
---|
912 | /** |
---|
913 | @brief |
---|
914 | Recalculates the accumulated child mass and calls recalculateMassProps() |
---|
915 | and notifies the parent of the change. |
---|
916 | @note |
---|
917 | Called by a child WE |
---|
918 | */ |
---|
919 | void WorldEntity::notifyChildMassChanged() |
---|
920 | { |
---|
921 | // Note: CollisionShape changes of a child get handled over the internal CompoundCollisionShape already |
---|
922 | // Recalculate mass |
---|
923 | this->childrenMass_ = 0.0f; |
---|
924 | for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it) |
---|
925 | this->childrenMass_ += (*it)->getMass(); |
---|
926 | recalculateMassProps(); |
---|
927 | // Notify parent WE |
---|
928 | if (this->parent_) |
---|
929 | parent_->notifyChildMassChanged(); |
---|
930 | } |
---|
931 | |
---|
932 | /** |
---|
933 | @brief |
---|
934 | Undertakes the necessary steps to change the collision shape in Bullet, even at runtime. |
---|
935 | @note |
---|
936 | - called by this->collisionShape_ |
---|
937 | - May have a REALLY big overhead when called continuously at runtime, because then we need |
---|
938 | to remove the physical body from Bullet and add it again. |
---|
939 | */ |
---|
940 | void WorldEntity::notifyCollisionShapeChanged() |
---|
941 | { |
---|
942 | if (hasPhysics()) |
---|
943 | { |
---|
944 | // Bullet doesn't like sudden changes of the collision shape, so we remove and add it again |
---|
945 | if (this->addedToPhysicalWorld()) |
---|
946 | { |
---|
947 | this->deactivatePhysics(); |
---|
948 | this->physicalBody_->setCollisionShape(this->collisionShape_->getCollisionShape()); |
---|
949 | this->activatePhysics(); |
---|
950 | } |
---|
951 | else |
---|
952 | this->physicalBody_->setCollisionShape(this->collisionShape_->getCollisionShape()); |
---|
953 | } |
---|
954 | recalculateMassProps(); |
---|
955 | } |
---|
956 | |
---|
957 | //! Updates all mass dependent parameters (mass, inertia tensor and child mass) |
---|
958 | void WorldEntity::recalculateMassProps() |
---|
959 | { |
---|
960 | // Store local inertia for faster access. Evaluates to (0,0,0) if there is no collision shape. |
---|
961 | float totalMass = this->mass_ + this->childrenMass_; |
---|
962 | this->collisionShape_->calculateLocalInertia(totalMass, this->localInertia_); |
---|
963 | if (this->hasPhysics()) |
---|
964 | { |
---|
965 | if (this->isStatic()) |
---|
966 | { |
---|
967 | // Just set everything to zero |
---|
968 | this->physicalBody_->setMassProps(0.0f, btVector3(0, 0, 0)); |
---|
969 | } |
---|
970 | else if ((this->mass_ + this->childrenMass_) == 0.0f) |
---|
971 | { |
---|
972 | // Use default values to avoid very large or very small values |
---|
973 | CCOUT(4) << "Warning: Setting the internal physical mass to 1.0 because mass_ is 0.0" << std::endl; |
---|
974 | btVector3 inertia(0, 0, 0); |
---|
975 | this->collisionShape_->calculateLocalInertia(1.0f, inertia); |
---|
976 | this->physicalBody_->setMassProps(1.0f, inertia); |
---|
977 | } |
---|
978 | else |
---|
979 | { |
---|
980 | this->physicalBody_->setMassProps(totalMass, this->localInertia_); |
---|
981 | } |
---|
982 | } |
---|
983 | } |
---|
984 | |
---|
985 | //! Copies our own parameters for restitution, angular factor, damping and friction to the bullet rigid body. |
---|
986 | void WorldEntity::internalSetPhysicsProps() |
---|
987 | { |
---|
988 | if (this->hasPhysics()) |
---|
989 | { |
---|
990 | this->physicalBody_->setRestitution(this->restitution_); |
---|
991 | this->physicalBody_->setAngularFactor(this->angularFactor_); |
---|
992 | this->physicalBody_->setDamping(this->linearDamping_, this->angularDamping_); |
---|
993 | this->physicalBody_->setFriction(this->friction_); |
---|
994 | } |
---|
995 | } |
---|
996 | } |
---|