Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/gui/src/world_entities/world_entity.h @ 10031

Last change on this file since 10031 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 9.5 KB
Line 
1/*!
2 * @file world_entity.h
3 * Definition of the basic WorldEntity
4 */
5
6#ifndef _WORLD_ENTITY_H
7#define _WORLD_ENTITY_H
8
9#include "p_node.h"
10#include "synchronizeable.h"
11#include "model.h"
12
13#include "cr_engine.h"
14#include "object_manager.h"
15#include "glincl.h"
16#include <vector>
17
18#include "aabb_tree_node.h"
19
20#include "physics_interface.h"
21
22
23
24// FORWARD DECLARATION
25namespace OrxSound { class SoundBuffer; class SoundSource; }
26namespace OrxGui { class GLGuiWidget; class GLGuiBar; class GLGuiEnergyWidget; };
27
28class BVTree;
29class BoundingVolume;
30class AABBTreeNode;
31class Model;
32class CollisionHandle;
33class Collision;
34
35
36//class CharacterAttributes;
37
38
39
40//! Basis-class all interactive stuff in the world is derived from
41class WorldEntity : public PNode
42{
43  ObjectListDeclaration(WorldEntity);
44public:
45  WorldEntity();
46  virtual ~WorldEntity ();
47
48  virtual void loadParams(const TiXmlElement* root);
49
50  void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0, unsigned int obbTreeDepth = 4);
51  void loadModel2(const std::string& fileN, float scal = 1.0f){this->loadModel(fileN,scal,0,4);}
52  void setModel(Model* model, unsigned int modelNumber = 0);
53Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; };
54
55  inline void loadMD2Texture(const std::string& fileName) { this->md2TextureFileName = fileName; }
56
57  /** @param visibility if the Entity should be visible (been draw) */
58  void setVisibiliy (bool visibility) { this->bVisible = visibility; };
59  /** @returns true if the entity is visible, false otherwise */
60  inline bool isVisible() const { return this->bVisible; };
61
62  virtual void reset();
63
64  virtual void postSpawn ();
65  virtual void leaveWorld ();
66
67  virtual void tick (float time);
68  virtual void draw () const;
69
70  /* --- Collision Detection Block  --- */
71  bool buildObbTree(int depth);
72  virtual void collidesWith (WorldEntity* entity, const Vector& location);
73  virtual void collidesWithGround(const Vector& location);
74  virtual void collidesWithGround(const Vector& feet, const Vector& ray_1, const Vector& ray_2);
75
76
77  /** @returns a reference to the obb tree of this worldentity */
78  inline BVTree* getOBBTree() const { return this->obbTree; };
79  inline void setOBBTree(OBBTree* tree) { /*if( this->obbTree != NULL) delete this->obbTree;*/ this->obbTree = (BVTree*)tree; }
80  void drawBVTree(int depth, int drawMode) const;
81  inline AABB* getModelAABB() const { return (this->aabbNode)?this->aabbNode->getAABB():NULL;}
82
83  /* --- Collision Reaction Block --- */
84  void subscribeReaction(CREngine::CRType type);
85  void subscribeReaction(CREngine::CRType type, const ClassID& target1);
86  void subscribeReaction(CREngine::CRType type, const ClassID& target1, const ClassID& target2);
87  void subscribeReaction(CREngine::CRType type, const ClassID& target1, const ClassID& target2, const ClassID& target3);
88  void subscribeReaction(CREngine::CRType type, const ClassID& target1, const ClassID& target2, const ClassID& target3, const ClassID& target4);
89
90  void unsubscribeReaction(CREngine::CRType type);
91  void unsubscribeReaction();
92
93  bool registerCollision(WorldEntity* entityA, WorldEntity* entityB, BoundingVolume* bvA, BoundingVolume* bvB);
94  bool registerCollision(int type, WorldEntity* entity, WorldEntity* groundEntity, Vector normal, Vector position, bool bInWall = false);
95  /** @return true if there is at least on collision reaction subscribed */
96  inline bool isReactive() const { return this->bReactive; }
97
98  CollisionHandle* getCollisionHandle(CREngine::CRType type) const { return this->collisionHandles[type]; }
99
100  /** @returns true if this entity is standing on ground (BSP model) */
101  bool isOnGround() const { return this->bOnGround; }
102  /** @param flag: marks if this entity is standing on ground */
103  void setOnGround(bool flag) { this->bOnGround = flag; }
104
105  virtual void hit(float damage, WorldEntity* killer);
106
107  virtual void destroy( WorldEntity* killer );
108
109
110  /* @returns the Count of Faces on this WorldEntity */
111  //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; };
112  //  void addAbility(Ability* ability);
113  //  void removeAbility(Ability* ability);
114  //  void setCharacterAttributes(CharacterAttributes* charAttr);
115  //  CharacterAttributes* getCharacterAttributes();
116
117  /* --- Object Manager Block --- */
118  void toList(OM_LIST list);
119  void toListS(const std::string& listName);
120
121  void toReflectionList();
122  void removeFromReflectionList();
123
124  /** @returns a Reference to the objectListNumber to set. */
125  OM_LIST& getOMListNumber() { return this->objectListNumber; }
126  /** @returns a Reference to the Iterator */
127  ObjectManager::EntityList::iterator& getEntityIterator() { return this->objectListIterator; }
128
129  void hide() { if( this->objectListNumber != OM_DEAD) this->lastObjectListNumber = this->objectListNumber; this->toList(OM_DEAD); }
130void unhide() { if( this->objectListNumber != this->lastObjectListNumber) this->toList(this->lastObjectListNumber); }
131
132
133  /* --- Character Attribute Block --- */
134  /** @returns the scaling of the model */
135float getScaling(){return this->scaling;}
136  /** @returns the damage dealt by this world entity */
137  float getDamage() const { return this->damage; }
138  /** sets the damage dealt to @param damage damage per second */
139  void setDamage(float damage) { this->damage = damage; }
140  /** @returns the Energy of the entity */
141  float getHealth() const { return this->health; };
142  /** @returns the Maximum energy this entity can be charged with */
143  float getHealthMax() const { return this->healthMax; }
144  float increaseHealth(float health);
145  float decreaseHealth(float health);
146  void increaseHealthMax(float increaseHealth);
147  OrxGui::GLGuiWidget* getHealthWidget();
148  bool hasHealthWidget() const { return this->healthWidget; };
149
150  virtual void varChangeHandler( std::list<int> & id );
151
152
153  //FIXME: the PhysicsInterface and the whole PEngine should probably be reviewed. Here its just used to store the vars
154  /* --- Physics Interface --- */
155  inline PhysicsInterface getPhysicsInterface() const { return this->physicsInterface; }
156  inline float getMass() const { return this->physicsInterface.getMass(); }
157  inline float getTotalMass() const { return this->physicsInterface.getTotalMass(); }
158  inline void setVelocity(const Vector& vel) { this->velocity = vel; }
159
160
161  /* --- Misc Stuff Block --- */
162  void debugWE() { this->debugEntity(); }
163  ;  ///FIXME
164  void debugEntity() const;
165
166
167protected:
168  void setHealth(float health) { this->health = health; this->updateHealthWidget();};
169  void setHealthWidgetVisibilit(bool visibility);
170  void setHealthMax(float healthMax);
171  void createHealthWidget();
172
173  //  CharacterAttributes*    charAttr;         //!< the character attributes of a world_entity
174private:
175  void updateHealthWidget();
176
177private:
178  /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
179  float                   damage;             //!< the damage dealt to other objects by colliding.
180  float                   health;             //!< The Energy of this Entity, if the Entity has any energy at all.
181  float                   healthMax;          //!< The Maximal energy this entity can take.
182  OrxGui::GLGuiEnergyWidget* healthWidget;    //!< The Slider (if wanted).
183
184  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
185  std::string             md2TextureFileName; //!< the file name of the md2 model texture, only if this
186  std::string             modelLODName;       //!< the name of the model lod file
187  BVTree*                 obbTree;            //!< this is the obb tree reference needed for collision detection
188  AABBTreeNode*           aabbNode;           //!< the tree node of the first level of a axis aligned bounding boxes tree: model dimension
189
190  bool                    bCollide;           //!< If it should be considered for the collisiontest.
191  bool                    bVisible;           //!< If it should be visible.
192
193  OM_LIST                 objectListNumber;                //!< The ObjectList from ObjectManager this Entity is in.
194  ObjectManager::EntityList::iterator objectListIterator;  //!< The iterator position of this Entity in the given list of the ObjectManager.
195  OM_LIST                 lastObjectListNumber;            //!< the last ObjectList from the ObjectManager this Entity was is in
196
197
198
199  float                   scaling;                         //!< model's scaling factor
200  int                     scaling_handle;                  //!< handle for syncing var
201
202  std::string             modelFileName;                   //!< model's file name
203  int                     modelFileName_handle;            //!< handle for syncing var
204
205  int                     list_write;                      //!< entity's list
206  int                     list_handle;                     //!< handle for list changes
207
208  float                   health_write;
209  int                     health_handle;
210
211  float                   healthMax_write;
212  int                     healthMax_handle;
213
214  CollisionHandle*        collisionHandles[CREngine::CR_NUMBER];  //!< the list of the collision reactions
215  bool                    bReactive;                              //!< true if there is at least one collision reaction subscibed
216
217  PhysicsInterface        physicsInterface;                //!< the physics object of the WorldEntity
218  bool                    bOnGround;                       //!< true if this entity is standing on the ground
219
220protected:
221  Vector                  velocity;                        //!< speed of the entity
222
223};
224
225#endif /* _WORLD_ENTITY_H */
Note: See TracBrowser for help on using the repository browser.