[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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| 23 | * Fabian 'x3n' Landau |
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[2662] | 24 | * Reto Grieder (physics) |
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[2072] | 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 | #ifndef _WorldEntity_H__ |
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| 31 | #define _WorldEntity_H__ |
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| 32 | |
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| 33 | #include "OrxonoxPrereqs.h" |
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| 34 | |
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[3196] | 35 | #ifdef ORXONOX_RELEASE |
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| 36 | # include <OgreSceneNode.h> |
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[2662] | 37 | #endif |
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[3196] | 38 | #include <LinearMath/btMotionState.h> |
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[2072] | 39 | |
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[2662] | 40 | #include "util/Math.h" |
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[3196] | 41 | #include "util/OgreForwardRefs.h" |
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[2072] | 42 | #include "core/BaseObject.h" |
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[2662] | 43 | #include "network/synchronisable/Synchronisable.h" |
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[2072] | 44 | |
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| 45 | namespace orxonox |
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| 46 | { |
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[2662] | 47 | /** |
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| 48 | @brief |
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| 49 | The WorldEntity represents everything that can be put in a Scene at a certain location. |
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| 50 | |
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| 51 | It is supposed to be the base class of everything you would call an 'object' in a Scene. |
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| 52 | The class itself is abstract which means you cannot use it directly. You may use StaticEntity |
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| 53 | as the simplest derivative or (derived from MobileEntity) MovableEntity and ControllableEntity |
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| 54 | as more advanced ones. |
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| 55 | |
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| 56 | The basic task of the WorldEntity is provide a location, a direction and a scaling and the possibility |
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[6417] | 57 | to create an entire hierarchy of derived objects. |
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[2662] | 58 | It is also the basis for the physics interface to the Bullet physics engine. |
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| 59 | Every WorldEntity can have a specific collision type: @see CollisionType |
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| 60 | This would then imply that every scene object could have any collision type. To limit this, you can always |
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| 61 | override this->isCollisionTypeLegal(CollisionType). Return false if the collision type is not supported |
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| 62 | for a specific object. |
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| 63 | There is also support for attaching WorldEntities with physics to each other. Currently, the collision shape |
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| 64 | of both objects simply get merged into one larger shape (for static collision type). |
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[6417] | 65 | The physical body that is internally stored and administrated has the following supported properties: |
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| 66 | - Restitution, angular factor, linear damping, angular damping, friction, mass and collision shape. |
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[2662] | 67 | You can get more information at the corresponding set function. |
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| 68 | |
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| 69 | Collision shapes: These are controlled by the internal WorldEntityCollisionShape. @see WorldEntityCollisionShape. |
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| 70 | */ |
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[6501] | 71 | class _OrxonoxExport WorldEntity : public BaseObject, public Synchronisable, public btMotionState |
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[2072] | 72 | { |
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[2662] | 73 | friend class Scene; |
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| 74 | |
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[2072] | 75 | public: |
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[3196] | 76 | // Define our own transform space enum to avoid Ogre includes here |
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| 77 | /** |
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| 78 | @brief |
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| 79 | Enumeration denoting the spaces which a transform can be relative to. |
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| 80 | */ |
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| 81 | enum TransformSpace |
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| 82 | { |
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| 83 | //! Transform is relative to the local space |
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| 84 | Local, |
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| 85 | //! Transform is relative to the space of the parent node |
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| 86 | Parent, |
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| 87 | //! Transform is relative to world space |
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| 88 | World |
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| 89 | }; |
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| 90 | |
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| 91 | public: |
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[2072] | 92 | WorldEntity(BaseObject* creator); |
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| 93 | virtual ~WorldEntity(); |
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| 94 | |
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| 95 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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| 96 | void registerVariables(); |
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| 97 | |
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[2662] | 98 | inline const Ogre::SceneNode* getNode() const |
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[2072] | 99 | { return this->node_; } |
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| 100 | |
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| 101 | static const Vector3 FRONT; |
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| 102 | static const Vector3 BACK; |
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| 103 | static const Vector3 LEFT; |
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| 104 | static const Vector3 RIGHT; |
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| 105 | static const Vector3 DOWN; |
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| 106 | static const Vector3 UP; |
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[6524] | 107 | |
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| 108 | virtual void changedActivity(void); |
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| 109 | virtual void changedVisibility(void); |
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[2072] | 110 | |
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| 111 | virtual void setPosition(const Vector3& position) = 0; |
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| 112 | inline void setPosition(float x, float y, float z) |
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| 113 | { this->setPosition(Vector3(x, y, z)); } |
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[2662] | 114 | const Vector3& getPosition() const; |
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| 115 | const Vector3& getWorldPosition() const; |
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[2072] | 116 | |
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[3196] | 117 | void translate(const Vector3& distance, TransformSpace relativeTo = WorldEntity::Parent); |
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| 118 | inline void translate(float x, float y, float z, TransformSpace relativeTo = WorldEntity::Parent) |
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[2072] | 119 | { this->translate(Vector3(x, y, z), relativeTo); } |
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| 120 | |
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[2662] | 121 | virtual inline const Vector3& getVelocity() const |
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| 122 | { return Vector3::ZERO; } |
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| 123 | |
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[2072] | 124 | virtual void setOrientation(const Quaternion& orientation) = 0; |
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| 125 | inline void setOrientation(float w, float x, float y, float z) |
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| 126 | { this->setOrientation(Quaternion(w, x, y, z)); } |
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| 127 | inline void setOrientation(const Vector3& axis, const Radian& angle) |
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| 128 | { this->setOrientation(Quaternion(angle, axis)); } |
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| 129 | inline void setOrientation(const Vector3& axis, const Degree& angle) |
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| 130 | { this->setOrientation(Quaternion(angle, axis)); } |
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[2662] | 131 | const Quaternion& getOrientation() const; |
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| 132 | const Quaternion& getWorldOrientation() const; |
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[2072] | 133 | |
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[3196] | 134 | void rotate(const Quaternion& rotation, TransformSpace relativeTo = WorldEntity::Local); |
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| 135 | inline void rotate(const Vector3& axis, const Degree& angle, TransformSpace relativeTo = WorldEntity::Local) |
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[2072] | 136 | { this->rotate(Quaternion(angle, axis), relativeTo); } |
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| 137 | |
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[3196] | 138 | inline void yaw(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local) |
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[2662] | 139 | { this->rotate(Quaternion(angle, Vector3::UNIT_Y), relativeTo); } |
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[3196] | 140 | inline void pitch(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local) |
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[2662] | 141 | { this->rotate(Quaternion(angle, Vector3::UNIT_X), relativeTo); } |
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[3196] | 142 | inline void roll(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local) |
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[2662] | 143 | { this->rotate(Quaternion(angle, Vector3::UNIT_Z), relativeTo); } |
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[2072] | 144 | |
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[3196] | 145 | void lookAt(const Vector3& target, TransformSpace relativeTo = WorldEntity::Parent, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); |
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| 146 | void setDirection(const Vector3& direction, TransformSpace relativeTo = WorldEntity::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); |
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| 147 | inline void setDirection(float x, float y, float z, TransformSpace relativeTo = WorldEntity::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z) |
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[2072] | 148 | { this->setDirection(Vector3(x, y, z), relativeTo, localDirectionVector); } |
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| 149 | |
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[2662] | 150 | virtual void setScale3D(const Vector3& scale); |
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[2072] | 151 | inline void setScale3D(float x, float y, float z) |
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[2662] | 152 | { this->setScale3D(Vector3(x, y, z)); } |
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[3301] | 153 | const Vector3& getScale3D() const; |
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[2662] | 154 | const Vector3& getWorldScale3D() const; |
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[2072] | 155 | |
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| 156 | inline void setScale(float scale) |
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[2662] | 157 | { this->setScale3D(scale, scale, scale); } |
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[2072] | 158 | inline float getScale() const |
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| 159 | { Vector3 scale = this->getScale3D(); return (scale.x == scale.y && scale.x == scale.z) ? scale.x : 1; } |
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[2662] | 160 | float getWorldScale() const; |
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[2072] | 161 | |
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| 162 | inline void scale3D(const Vector3& scale) |
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[2662] | 163 | { this->setScale3D(this->getScale3D() * scale); } |
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[2072] | 164 | inline void scale3D(float x, float y, float z) |
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[2662] | 165 | { this->scale3D(Vector3(x, y, z)); } |
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[2072] | 166 | inline void scale(float scale) |
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[2662] | 167 | { this->scale3D(scale, scale, scale); } |
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[2072] | 168 | |
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[2662] | 169 | virtual void changedScale() {} |
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| 170 | |
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[2072] | 171 | void attach(WorldEntity* object); |
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| 172 | void detach(WorldEntity* object); |
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[2662] | 173 | WorldEntity* getAttachedObject(unsigned int index); |
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[2072] | 174 | inline const std::set<WorldEntity*>& getAttachedObjects() const |
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| 175 | { return this->children_; } |
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| 176 | |
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[3196] | 177 | void attachOgreObject(Ogre::MovableObject* object); |
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| 178 | void attachOgreObject(Ogre::BillboardSet* object); |
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| 179 | void attachOgreObject(Ogre::Camera* object); |
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| 180 | void attachOgreObject(Ogre::Entity* object); |
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| 181 | void attachOgreObject(Ogre::ParticleSystem* object); |
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| 182 | |
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| 183 | void detachOgreObject(Ogre::MovableObject* object); |
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| 184 | void detachOgreObject(Ogre::BillboardSet* object); |
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| 185 | void detachOgreObject(Ogre::Camera* object); |
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| 186 | void detachOgreObject(Ogre::Entity* object); |
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| 187 | void detachOgreObject(Ogre::ParticleSystem* object); |
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| 188 | |
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[2662] | 189 | Ogre::MovableObject* detachOgreObject(const Ogre::String& name); |
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| 190 | |
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[2072] | 191 | inline void attachToParent(WorldEntity* parent) |
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| 192 | { parent->attach(this); } |
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| 193 | inline void detachFromParent() |
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| 194 | { if (this->parent_) { this->parent_->detach(this); } } |
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| 195 | inline WorldEntity* getParent() const |
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| 196 | { return this->parent_; } |
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| 197 | |
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[2662] | 198 | void attachNode(Ogre::SceneNode* node); |
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| 199 | void detachNode(Ogre::SceneNode* node); |
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| 200 | void attachToNode(Ogre::SceneNode* node); |
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| 201 | void detachFromNode(Ogre::SceneNode* node); |
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| 202 | |
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[3077] | 203 | inline void setDeleteWithParent(bool value) |
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| 204 | { this->bDeleteWithParent_ = value; } |
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| 205 | inline bool getDeleteWithParent() const |
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| 206 | { return this->bDeleteWithParent_; } |
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| 207 | |
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[2662] | 208 | void notifyChildPropsChanged(); |
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| 209 | |
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[2072] | 210 | protected: |
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[2851] | 211 | virtual void parentChanged() {} |
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| 212 | |
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[2072] | 213 | Ogre::SceneNode* node_; |
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| 214 | |
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| 215 | private: |
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| 216 | inline void lookAt_xmlport(const Vector3& target) |
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| 217 | { this->lookAt(target); } |
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| 218 | inline void setDirection_xmlport(const Vector3& direction) |
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| 219 | { this->setDirection(direction); } |
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| 220 | inline void yaw_xmlport(const Degree& angle) |
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| 221 | { this->yaw(angle); } |
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| 222 | inline void pitch_xmlport(const Degree& angle) |
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| 223 | { this->pitch(angle); } |
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| 224 | inline void roll_xmlport(const Degree& angle) |
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| 225 | { this->roll(angle); } |
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| 226 | |
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[2662] | 227 | // network callbacks |
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[2851] | 228 | void networkcallback_parentChanged(); |
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[2662] | 229 | inline void scaleChanged() |
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| 230 | { this->setScale3D(this->getScale3D()); } |
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| 231 | |
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[2072] | 232 | WorldEntity* parent_; |
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| 233 | unsigned int parentID_; |
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| 234 | std::set<WorldEntity*> children_; |
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[3077] | 235 | bool bDeleteWithParent_; |
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[6524] | 236 | |
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| 237 | bool bActiveMem_; |
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| 238 | bool bVisibleMem_; |
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[2662] | 239 | |
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| 240 | |
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| 241 | ///////////// |
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| 242 | // Physics // |
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| 243 | ///////////// |
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| 244 | |
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| 245 | public: |
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| 246 | /** |
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| 247 | @brief |
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| 248 | Denotes the possible types of physical objects in a Scene. |
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| 249 | |
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| 250 | Dynamic: The object is influenced by its physical environment, like for instance little ball. |
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| 251 | Kinematic: The object can only influence other dynamic objects. It's movement is coordinated by your own saying. |
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| 252 | Static: Like kinematic but the object is not allowed to move during the simulation. |
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| 253 | None: The object has no physics at all. |
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| 254 | */ |
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| 255 | enum CollisionType |
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| 256 | { |
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| 257 | Dynamic, |
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| 258 | Kinematic, |
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| 259 | Static, |
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| 260 | None |
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| 261 | }; |
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| 262 | |
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| 263 | //! Tells whether the object has any connection to the Bullet physics engine. If hasPhysics() is false, the object may still have a velocity. |
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| 264 | bool hasPhysics() const { return getCollisionType() != None ; } |
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| 265 | //! @see CollisionType |
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| 266 | bool isStatic() const { return getCollisionType() == Static ; } |
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| 267 | //! @see CollisionType |
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| 268 | bool isKinematic() const { return getCollisionType() == Kinematic; } |
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| 269 | //! @see CollisionType |
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| 270 | bool isDynamic() const { return getCollisionType() == Dynamic ; } |
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| 271 | //! Tells whether physics has been activated (you can temporarily deactivate it) |
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| 272 | bool isPhysicsActive() const { return this->bPhysicsActive_; } |
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| 273 | bool addedToPhysicalWorld() const; |
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| 274 | |
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| 275 | void activatePhysics(); |
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| 276 | void deactivatePhysics(); |
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| 277 | |
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| 278 | //! Returns the CollisionType. @see CollisionType. |
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| 279 | inline CollisionType getCollisionType() const |
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| 280 | { return this->collisionType_; } |
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| 281 | void setCollisionType(CollisionType type); |
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| 282 | |
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| 283 | void setCollisionTypeStr(const std::string& type); |
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| 284 | std::string getCollisionTypeStr() const; |
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| 285 | |
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| 286 | //! Sets the mass of this object. Note that the total mass may be influenced by attached objects! |
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| 287 | inline void setMass(float mass) |
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| 288 | { this->mass_ = mass; recalculateMassProps(); } |
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| 289 | //! Returns the mass of this object without its children. |
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| 290 | inline float getMass() const |
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| 291 | { return this->mass_; } |
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| 292 | |
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| 293 | //! Returns the total mass of this object with all its attached children. |
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| 294 | inline float getTotalMass() const |
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| 295 | { return this->mass_ + this->childrenMass_; } |
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| 296 | |
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| 297 | /** |
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| 298 | @brief |
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| 299 | Returns the diagonal elements of the inertia tensor when calculated in local coordinates. |
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| 300 | @Note |
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| 301 | The local inertia tensor cannot be set, but is calculated by Bullet according to the collisionShape. |
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| 302 | With compound collision shapes, an approximation is used. |
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| 303 | */ |
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| 304 | inline const btVector3& getLocalInertia() const |
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| 305 | { return this->localInertia_; } |
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| 306 | |
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| 307 | /** |
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| 308 | @brief |
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| 309 | Sets how much reaction is applied in a collision. |
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[2851] | 310 | |
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[2662] | 311 | Consider two equal spheres colliding with equal velocities: |
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| 312 | Restitution 1 means that both spheres simply reverse their velocity (no loss of energy) |
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| 313 | Restitution 0 means that both spheres will immediately stop moving |
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| 314 | (maximum loss of energy without violating of the preservation of momentum) |
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| 315 | */ |
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| 316 | inline void setRestitution(float restitution) |
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| 317 | { this->restitution_ = restitution; internalSetPhysicsProps(); } |
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| 318 | //! Returns the restitution parameter. @see setRestitution. |
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| 319 | inline float getRestitution() const |
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| 320 | { return this->restitution_; } |
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| 321 | |
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| 322 | /** |
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| 323 | @brief |
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| 324 | Sets an artificial parameter that tells how much torque is applied when you apply a non-central force. |
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| 325 | |
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[6417] | 326 | Normally the angular factor is 1, which means it's physically 'correct'. However if you have a player |
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[2662] | 327 | character that should not rotate when hit sideways, you can set the angular factor to 0. |
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| 328 | */ |
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| 329 | inline void setAngularFactor(float angularFactor) |
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| 330 | { this->angularFactor_ = angularFactor; internalSetPhysicsProps(); } |
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| 331 | //! Returns the angular factor. @see setAngularFactor. |
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| 332 | inline float getAngularFactor() const |
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| 333 | { return this->angularFactor_; } |
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| 334 | |
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| 335 | //! Applies a mass independent damping. Velocities will simply diminish exponentially. |
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| 336 | inline void setLinearDamping(float linearDamping) |
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| 337 | { this->linearDamping_ = linearDamping; internalSetPhysicsProps(); } |
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| 338 | //! Returns the linear damping. @see setLinearDamping. |
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| 339 | inline float getLinearDamping() const |
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| 340 | { return this->linearDamping_; } |
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| 341 | |
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| 342 | //! Applies a tensor independent rotation damping. Angular velocities will simply diminish exponentially. |
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| 343 | inline void setAngularDamping(float angularDamping) |
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| 344 | { this->angularDamping_ = angularDamping; internalSetPhysicsProps(); } |
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| 345 | //! Returns the angular damping. @see setAngularDamping. |
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| 346 | inline float getAngularDamping() const |
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| 347 | { return this->angularDamping_; } |
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| 348 | |
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| 349 | //! Applies friction to the object. Friction occurs when two objects collide. |
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| 350 | inline void setFriction(float friction) |
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| 351 | { this->friction_ = friction; internalSetPhysicsProps(); } |
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| 352 | //! Returns the amount of friction applied to the object. |
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| 353 | inline float getFriction() const |
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| 354 | { return this->friction_; } |
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| 355 | |
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| 356 | void attachCollisionShape(CollisionShape* shape); |
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| 357 | void detachCollisionShape(CollisionShape* shape); |
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| 358 | CollisionShape* getAttachedCollisionShape(unsigned int index); |
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| 359 | |
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| 360 | void notifyCollisionShapeChanged(); |
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| 361 | void notifyChildMassChanged(); |
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| 362 | |
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| 363 | /** |
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| 364 | @brief |
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| 365 | Virtual function that gets called when this object collides with another. |
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| 366 | @param otherObject |
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| 367 | The object this one has collided into. |
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| 368 | @pram contactPoint |
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| 369 | Contact point provided by Bullet. Holds more information and can me modified. See return value. |
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| 370 | @Return |
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| 371 | Returning false means that no modification to the contactPoint has been made. Return true otherwise! |
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| 372 | @Note |
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| 373 | Condition is that enableCollisionCallback() was called. |
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| 374 | */ |
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| 375 | virtual inline bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) |
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| 376 | { return false; } /* With false, Bullet assumes no modification to the collision objects. */ |
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| 377 | |
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| 378 | //! Enables the collidesAgainst(.) function. The object doesn't respond to collision otherwise! |
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| 379 | inline void enableCollisionCallback() |
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| 380 | { this->bCollisionCallbackActive_ = true; this->collisionCallbackActivityChanged(); } |
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| 381 | //! Disables the collidesAgainst(.) function. @see enableCollisionCallback() |
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| 382 | inline void disableCollisionCallback() |
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| 383 | { this->bCollisionCallbackActive_ = false; this->collisionCallbackActivityChanged(); } |
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| 384 | //! Tells whether there could be a collision callback via collidesAgainst(.) |
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| 385 | inline bool isCollisionCallbackActive() const |
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| 386 | { return this->bCollisionCallbackActive_; } |
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| 387 | |
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| 388 | //! Enables or disables collision response (default is of course on) |
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| 389 | inline void setCollisionResponse(bool value) |
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| 390 | { this->bCollisionResponseActive_ = value; this->collisionResponseActivityChanged(); } |
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| 391 | //! Tells whether there could be a collision response |
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| 392 | inline bool hasCollisionResponse() |
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| 393 | { return this->bCollisionResponseActive_; } |
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| 394 | |
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| 395 | protected: |
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| 396 | /** |
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| 397 | @brief |
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| 398 | Function checks whether the requested collision type is legal to this object. |
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| 399 | |
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| 400 | You can override this function in a derived class to constrain the collision to e.g. None or Dynamic. |
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| 401 | A projectile may not prove very useful if there is no physical body. Simply set the CollisionType |
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[6417] | 402 | in its constructor and override this method. But be careful that a derived class's virtual functions |
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[2662] | 403 | don't yet exist in the constructor if a base class. |
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| 404 | */ |
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| 405 | virtual bool isCollisionTypeLegal(CollisionType type) const = 0; |
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| 406 | |
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| 407 | btRigidBody* physicalBody_; //!< Bullet rigid body. Everything physical is applied to this instance. |
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| 408 | |
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| 409 | private: |
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| 410 | void recalculateMassProps(); |
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| 411 | void internalSetPhysicsProps(); |
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| 412 | |
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| 413 | bool notifyBeingAttached(WorldEntity* newParent); |
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| 414 | void notifyDetached(); |
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| 415 | |
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| 416 | // network callbacks |
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| 417 | void collisionTypeChanged(); |
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| 418 | void physicsActivityChanged(); |
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| 419 | void collisionCallbackActivityChanged(); |
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| 420 | void collisionResponseActivityChanged(); |
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| 421 | //! Network callback workaround to call a function when the value changes. |
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| 422 | inline void massChanged() |
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| 423 | { this->setMass(this->mass_); } |
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| 424 | //! Network callback workaround to call a function when the value changes. |
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| 425 | inline void restitutionChanged() |
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| 426 | { this->setRestitution(this->restitution_); } |
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| 427 | //! Network callback workaround to call a function when the value changes. |
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| 428 | inline void angularFactorChanged() |
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| 429 | { this->setAngularFactor(this->angularFactor_); } |
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| 430 | //! Network callback workaround to call a function when the value changes. |
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| 431 | inline void linearDampingChanged() |
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| 432 | { this->setLinearDamping(this->linearDamping_); } |
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| 433 | //! Network callback workaround to call a function when the value changes. |
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| 434 | inline void angularDampingChanged() |
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| 435 | { this->setAngularDamping(this->angularDamping_); } |
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| 436 | //! Network callback workaround to call a function when the value changes. |
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| 437 | inline void frictionChanged() |
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| 438 | { this->setFriction(this->friction_); } |
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| 439 | |
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| 440 | CollisionType collisionType_; //!< @see setCollisionType |
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| 441 | CollisionType collisionTypeSynchronised_; //!< Network synchronised variable for collisionType_ |
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| 442 | bool bPhysicsActive_; //!< @see isPhysicsActive |
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| 443 | bool bPhysicsActiveSynchronised_; //!< Network synchronised variable for bPhysicsActive_ |
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| 444 | //! When attaching objects hierarchically this variable tells this object (as child) whether physics was activated before attaching (because the deactivate physics while being attached). |
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| 445 | bool bPhysicsActiveBeforeAttaching_; |
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| 446 | WorldEntityCollisionShape* collisionShape_; //!< Attached collision shapes go here |
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| 447 | btScalar mass_; //!< @see setMass |
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| 448 | btVector3 localInertia_; //!< @see getLocalInertia |
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| 449 | btScalar restitution_; //!< @see setRestitution |
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| 450 | btScalar angularFactor_; //!< @see setAngularFactor |
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| 451 | btScalar linearDamping_; //!< @see setLinearDamping |
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| 452 | btScalar angularDamping_; //!< @see setAngularDamping |
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| 453 | btScalar friction_; //!< @see setFriction |
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| 454 | btScalar childrenMass_; //!< Sum of all the children's masses |
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| 455 | bool bCollisionCallbackActive_; //!< @see enableCollisionCallback |
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| 456 | bool bCollisionResponseActive_; //!< Tells whether the object should respond to collisions |
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[2072] | 457 | }; |
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[2662] | 458 | |
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| 459 | // Inline heavily used functions for release builds. In debug, we better avoid including OgreSceneNode here. |
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[3196] | 460 | #ifdef ORXONOX_RELEASE |
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[2662] | 461 | inline const Vector3& WorldEntity::getPosition() const |
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| 462 | { return this->node_->getPosition(); } |
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| 463 | inline const Quaternion& WorldEntity::getOrientation() const |
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[2787] | 464 | { return this->node_->getOrientation(); } |
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[3301] | 465 | inline const Vector3& WorldEntity::getScale3D() const |
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[2662] | 466 | { return this->node_->getScale(); } |
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| 467 | #endif |
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| 468 | |
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| 469 | SUPER_FUNCTION(5, WorldEntity, changedScale, false); |
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[2072] | 470 | } |
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| 471 | |
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| 472 | #endif /* _WorldEntity_H__ */ |
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