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source: downloads/ReferenceApplication/ReferenceAppLayer/include/OgreRefAppApplicationObject.h @ 1

Last change on this file since 1 was 1, checked in by landauf, 17 years ago
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[1]1/*
2-----------------------------------------------------------------------------
3This source file is part of the OGRE Reference Application, a layer built
4on top of OGRE(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef __REFAPP_APPLICATIONOBJECT_H__
30#define __REFAPP_APPLICATIONOBJECT_H__
31
32#include "OgreRefAppPrerequisites.h"
33
34namespace OgreRefApp {
35
36    /** This object is the base class for all discrete objects in the application.
37    @remarks
38        This object holds a reference to the underlying OGRE entity / entities which
39        comprise it, plus links to the additional properties required to make it
40        work in the application world.
41    @remarks
42        It extends the OGRE UserDefinedObject to allow reverse links from Ogre::Entity.
43        Note that this class does not override the UserDefinedObject's getTypeId method
44        because this class is abstract.
45    */
46    class _OgreRefAppExport ApplicationObject : public UserDefinedObject
47    {
48    protected:
49        // Visual component
50        SceneNode* mSceneNode;
51        Entity* mEntity;
52
53        /// Dynamics properties, must be set up by subclasses if dynamics enabled
54        dBody* mOdeBody;
55        /// Mass parameters
56        dMass mMass;
57
58
59        /// Collision proxies, must be set up if collision enabled
60        typedef std::list<dGeom*> CollisionProxyList;
61        CollisionProxyList mCollisionProxies;
62
63
64        bool mDynamicsEnabled;
65        bool mReenableIfInteractedWith;
66        bool mCollisionEnabled;
67
68                Real mBounceCoeffRestitution;
69                Real mBounceVelocityThreshold;
70                Real mSoftness;
71        Real mFriction;
72        Real mLinearVelDisableThreshold;
73        Real mAngularVelDisableThreshold;
74        Real mDisableTime;
75        Real mDisableTimeEnd;
76
77        // Set up method, must override
78        virtual void setUp(const String& name) = 0;
79        /** Internal method for updating the state of the collision proxies. */
80        virtual void updateCollisionProxies(void);
81
82        /** Internal method for testing the plane bounded region WorldFragment type. */
83        virtual bool testCollidePlaneBounds(SceneQuery::WorldFragment* wf);
84
85        /// Internal method for updating the query mask
86        virtual void setEntityQueryFlags(void);
87
88    public:
89        ApplicationObject(const String& name);
90        virtual ~ApplicationObject();
91
92        /** Sets the position of this object. */
93        virtual void setPosition(const Vector3& vec);
94        /** Sets the position of this object. */
95        virtual void setPosition(Real x, Real y, Real z);
96        /** Sets the orientation of this object. */
97        virtual void setOrientation(const Quaternion& orientation);
98        /** Gets the current position of this object. */
99        virtual const Vector3& getPosition(void);
100        /** Gets the current orientation of this object. */
101        virtual const Quaternion& getOrientation(void);
102
103        /// Updates the position of this game object from the simulation
104        virtual void _updateFromDynamics(void);
105
106        /// Returns whether or not this object is considered for collision.
107        virtual bool isCollisionEnabled(void);
108        /** Returns whether or not this object is physically simulated.
109        @remarks
110            Objects which are not physically simulated only move when their
111            SceneNode is manually altered.
112        */
113        virtual bool isDynamicsEnabled(void);
114        /** Sets whether or not this object is considered for collision.
115        @remarks
116            Objects which have collision enabled must set up an ODE
117            collision proxy as part of their setUp method.
118        */
119
120        /** Sets the linear and angular velocity thresholds, below which the
121        object will have it's dynamics automatically disabled for performance.
122        @remarks
123            These thresholds are used to speed up the simulation and to make it more
124            stable, by turning off dynamics for objects that appear to be at rest.
125            Otherwise, objects which are supposedly stationary can jitter when involved
126            in large stacks, and can consume unnecessary CPU time. Note that if another
127            object interacts with the disabled object, it will automatically reenable itself.
128        @par
129            If you never want to disable dynamics automatically for this object, just
130            set all the values to 0.
131        @param linearSq The squared linear velocity magnitude threshold
132        @param angularSq The squared angular velocity magnitude threshold
133        @param overTime The number of seconds over which the values must continue to be under
134            this threshold for the dynamics to be disabled. This is to catch cases
135            where the object almost stops moving because of a boundary condition, but
136            would speed up again later (e.g. box teetering on an edge).
137
138        */
139        virtual void setDynamicsDisableThreshold(Real linearSq, Real angularSq, Real overTime);
140
141        virtual void setCollisionEnabled(bool enabled);
142        /** Sets whether or not this object is physically simulated at this time.
143        @remarks
144            Objects which are not physically simulated only move when their
145            SceneNode is manually altered. Objects which are physically
146            simulated must set up an ODE body as part of their setUp method.
147        @par
148            You can also use this to temporarily turn off simulation on an object,
149            such that it is not simulated until some other object which IS simulated
150            comes in contact with it, or is attached to it with a joint.
151        @param enabled Specifies whether dynamics is enabled
152        @param reEnableOnInteraction If set to true, this object will reenable if some
153            other dynamically simulated object interacts with it
154        */
155        virtual void setDynamicsEnabled(bool enabled, bool reEnableOnInteraction = false);
156
157        /** Sets the 'bounciness' of this object.
158                 * @remarks
159                 * Only applies if this object has both collision and dynamics enabled.
160                 * When 2 movable objects collide, the greatest bounce parameters
161                 * from both objects apply, so even a non-bouncy object can
162                 * bounce if it hits a bouncy surface.
163                 * @param restitutionValue Coeeficient of restitution
164                 *              (0 for no bounce, 1 for perfect bounciness)
165                 * @param velocityThreshold Velocity below which no bounce will occur;
166                 *              this is a dampening value to ensure small velocities do not
167                 *              cause bounce.
168                 */
169                virtual void setBounceParameters(Real restitutionValue, Real velocityThreshold);
170                /** Gets the cefficient of restitution (bounciness) for this object. */
171                virtual Real getBounceRestitutionValue(void);
172                /** Gets the bounce velocity threshold for this object. */
173                virtual Real getBounceVelocityThreshold(void);
174
175                /** Sets the softness of this object, which determines how much it is allowed to
176                 * penetrate other objects.
177                 * @remarks
178                 *      This parameter only has meaning if collision and dynamics are enabled for this object.
179                 *      @param softness Softness factor (0 is completely hard). Softness will be combined from
180                 *              both objects involved in a collision to determine how much they will penetrate.
181                 */
182                virtual void setSoftness(Real softness);
183                /** Gets the softness factor of this object. */
184                virtual Real getSoftness(void);
185
186        /** Sets the Coulomb frictional coefficient for this object.
187        @remarks
188            This coefficient affects how much an object will slip when it comes
189            into contact with another object.
190        @param friction The Coulomb friction coefficient, valid from 0 to Math::POS_INFINITY.
191            0 means no friction, Math::POS_INFINITY means infinite friction ie no slippage.
192            Note that friction between these 2 bounds is more CPU intensive so use with caution.
193        */
194        virtual void setFriction(Real friction);
195        /** Gets the Coulomb frictional coefficient for this object. */
196        virtual Real getFriction(void);
197        /** Adds a linear force to this object, in object space, at the position indicated.
198        @remarks
199            All forces are applied, then reset after World::applyDynamics is called.
200        @param direction The force direction in object coordinates.
201        @param atPosition The position at which the force is to be applied, in object coordinates.
202        */
203        virtual void addForce(const Vector3& direction, const Vector3& atPosition = Vector3::ZERO);
204        /** Adds a linear force to this object, in object space, at the position indicated.
205        @remarks
206            All forces are applied, then reset after World::applyDynamics is called.
207        @param dir_x, dir_y, dir_z The force direction in object coordinates.
208        @param pos_x, pos_y, pos_z The position at which the force is to be applied, in object coordinates.
209        */
210        virtual void addForce(Real dir_x, Real dir_y, Real dir_z, 
211            Real pos_x = 0, Real pos_y = 0, Real pos_z = 0);
212        /** Adds a linear force to this object, in world space, at the position indicated.
213        @remarks
214            All forces are applied, then reset after World::applyDynamics is called.
215        @param direction The force direction in world coordinates.
216        @param atPosition The position at which the force is to be applied, in world coordinates.
217        */
218        virtual void addForceWorldSpace(const Vector3& direction, const Vector3& atPosition = Vector3::ZERO);
219        /** Adds a linear force to this object, in world space, at the position indicated.
220        @remarks
221            All forces are applied, then reset after World::applyDynamics is called.
222        @param dir_x, dir_y, dir_z The force direction in world coordinates.
223        @param pos_x, pos_y, pos_z The position at which the force is to be applied, in world coordinates.
224        */
225        virtual void addForceWorldSpace(Real dir_x, Real dir_y, Real dir_z, 
226        Real pos_x, Real pos_y, Real pos_z);
227        /** Adds rotational force to this object, in object space.
228        @remarks
229            All forces are applied, then reset after World::applyDynamics is called.
230        @param direction The direction of the torque to apply, in object space. */
231        virtual void addTorque(const Vector3& direction);
232        /** Adds rotational force to this object, in object space.
233        @remarks
234            All forces are applied, then reset after World::applyDynamics is called.
235        @param x, y, z The direction of the torque to apply, in object space. */
236        virtual void addTorque(Real x, Real y, Real z);
237        /** Adds rotational force to this object, in world space.
238        @remarks
239            All forces are applied, then reset after World::applyDynamics is called.
240        @param direction The direction of the torque to apply, in world space. */
241        virtual void addTorqueWorldSpace(const Vector3& direction);
242        /** Adds rotational force to this object, in world space.
243        @remarks
244            All forces are applied, then reset after World::applyDynamics is called.
245        @param x, y, z The direction of the torque to apply, in world space. */
246        virtual void addTorqueWorldSpace(Real x, Real y, Real z);
247
248        /** Tests to see if there is a detailed collision between this object and the object passed in.
249        @remarks
250            If there is a collision, both objects will be notified and if dynamics are enabled
251            on these objects, physics will be applied automatically.
252        @returns true if collision occurred
253
254        */
255        virtual bool testCollide(ApplicationObject* otherObj);
256
257        /** Tests to see if there is a detailed collision between this object and the
258            world fragment passed in.
259        @remarks
260            If there is a collision, the object will be notified and if dynamics are enabled
261            on this object, physics will be applied automatically.
262        @returns true if collision occurred
263        */
264        virtual bool testCollide(SceneQuery::WorldFragment* wf);
265
266        /** Contains information about a collision; used in the _notifyCollided call. */
267        struct CollisionInfo
268        {
269            /// The position in world coordinates at which the collision occurred
270            Vector3 position;
271            /// The normal in world coordinates of the collision surface
272            Vector3 normal;
273            /// Penetration depth
274            Real penetrationDepth;
275        };
276        /** This method is called automatically if testCollide indicates a real collision.
277        */
278        virtual void _notifyCollided(ApplicationObject* otherObj, const CollisionInfo& info);
279        /** This method is called automatically if testCollide indicates a real collision.
280        */
281        virtual void _notifyCollided(SceneQuery::WorldFragment* wf, const CollisionInfo& info);
282        /** Gets the SceneNode which is being used to represent this object's position in
283            the OGRE world. */
284        SceneNode* getSceneNode(void);
285        /** Gets the Entity which is being used to represent this object in the OGRE world. */
286        Entity* getEntity(void);
287        /** Gets the ODE body used to represent this object's mass and current velocity. */
288        dBody* getOdeBody(void);
289
290        /** Set the mass parameters of this object to represent a sphere.
291        @remarks
292            This method sets the mass and inertia properties of this object such
293            that it is like a sphere, ie center of gravity at the origin and
294            an even distribution of mass in all directions.
295        @param density Density of the sphere in Kg/m^3
296        @param radius of the sphere mass
297        */
298        void setMassSphere(Real density, Real radius);
299
300        /** Set the mass parameters of this object to represent a box.
301        @remarks
302            This method sets the mass and inertia properties of this object such
303            that it is like a box.
304        @param density Density of the box in Kg/m^3
305        @param dimensions Width, height and depth of the box.
306        @param orientation Optional orientation of the box.
307        */
308        void setMassBox(Real density, const Vector3& dimensions, 
309            const Quaternion& orientation = Quaternion::IDENTITY);
310
311        /** Set the mass parameters of this object to represent a capped cylinder.
312        @remarks
313            This method sets the mass and inertia properties of this object such
314            that it is like a capped cylinder, by default lying along the Z-axis.
315        @param density Density of the cylinder in Kg/m^3
316        @param length Length of the cylinder
317        @param width Width of the cylinder
318        @param orientation Optional orientation if you wish the cylinder to lay
319            along a different axis from Z.
320        */
321        void setMassCappedCylinder(Real density, Real length, Real width, 
322            const Quaternion& orientation = Quaternion::IDENTITY);
323
324        /** Sets the mass parameters manually, use only if you know how!
325        @param mass Mass in Kg
326        @param center The center of gravity
327        @param inertia The inertia matrix describing distribution of the mass around the body.
328        */
329        void setMassExpert(Real mass, const Vector3 center, const Matrix3 inertia);
330
331        /** Gets the ODE mass parameters for this object. */
332        const dMass* getOdeMass(void);
333
334        /** Sets the current linear velocity of this object.
335        @remarks
336            Only applicable if dynamics are enabled for this object. This method is useful
337            for starting an object off at a particular speed rather than applying forces to get
338            it there.
339        */ 
340        void setLinearVelocity(const Vector3& vel);
341        /** Sets the current linear velocity of this object.
342        @remarks
343            Only applicable if dynamics are enabled for this object. This method is useful
344            for starting an object off at a particular speed rather than applying forces to get
345            it there.
346        */ 
347        void setLinearVelocity(Real x, Real y, Real z);
348        /** Gets the current linear velocity of this object.
349        @remarks
350            Only applicable if dynamics are enabled for this object.
351        @returns Vector3 representing the velocity in units per second.
352        */
353        const Vector3& getLinearVelocity(void);
354
355        /** Gets the current angular velocity of this object.
356        @remarks
357            Only applicable if dynamics are enabled for this object.
358        @returns Vector3 representing the angular velocity in units per second around each axis.
359        */
360        const Vector3& getAngularVelocity(void);
361
362        /** Sets the current angular velocity of this object.
363        @remarks
364            Only applicable if dynamics are enabled for this object. This method is useful
365            for starting an object off rather than applying forces to get
366            it there.
367        */ 
368        void setAngularVelocity(const Vector3& vel);
369        /** Sets the current angular velocity of this object.
370        @remarks
371            Only applicable if dynamics are enabled for this object. This method is useful
372            for starting an object off rather than applying forces to get
373            it there.
374        */ 
375        void setAngularVelocity(Real x, Real y, Real z);
376
377        /** Moves the object along it's local  axes.
378            @par
379                This method moves the object by the supplied vector along the
380                local axes of the obect.
381            @param
382                d Vector with x,y,z values representing the translation.
383        */
384        virtual void translate(const Vector3& d);
385        /** Moves the object along it's local axes.
386            @par
387                This method moves the object by the supplied vector along the
388                local axes of the obect.
389            @param x, y z Real x, y and z values representing the translation.
390        */
391        virtual void translate(Real x, Real y, Real z);
392
393        /** Moves the object along the world axes.
394            @par
395                This method moves the object by the supplied vector along the
396                world axes.
397            @param
398                d Vector with x,y,z values representing the translation.
399        */
400        virtual void translateWorldSpace(const Vector3& d);
401        /** Moves the object along the world axes.
402            @par
403                This method moves the object by the supplied vector along the
404                local axes of the obect.
405            @param x, y z Real x, y and z values representing the translation.
406        */
407        virtual void translateWorldSpace(Real x, Real y, Real z);
408
409        /** Rotate the object around the local Z-axis.
410        */
411        virtual void roll(const Radian& angle);
412#ifndef OGRE_FORCE_ANGLE_TYPES
413        inline void roll(Real angleunits) {
414            roll ( Angle(angleunits) );
415        }
416#endif//OGRE_FORCE_ANGLE_TYPES
417
418        /** Rotate the object around the local X-axis.
419        */
420        virtual void pitch(const Radian& angle);
421#ifndef OGRE_FORCE_ANGLE_TYPES
422        inline void pitch(Real angleunits) {
423            pitch ( Angle(angleunits) );
424        }
425#endif//OGRE_FORCE_ANGLE_TYPES
426
427        /** Rotate the object around the local Y-axis.
428        */
429        virtual void yaw(const Radian& angle);
430#ifndef OGRE_FORCE_ANGLE_TYPES
431        inline void yaw(Real angleunits) {
432            yaw ( Angle(angleunits) );
433        }
434#endif//OGRE_FORCE_ANGLE_TYPES
435
436        /** Rotate the object around an arbitrary axis.
437        */
438        virtual void rotate(const Vector3& axis, const Radian& angle);
439#ifndef OGRE_FORCE_ANGLE_TYPES
440        inline void rotate(const Vector3& axis, Real angleunits) {
441            rotate ( axis, Angle(angleunits) );
442        }
443#endif//OGRE_FORCE_ANGLE_TYPES
444
445        /** Rotate the object around an aritrary axis using a Quarternion.
446        */
447        virtual void rotate(const Quaternion& q);
448
449
450    };
451
452
453} // namespace
454
455#endif
456
457
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