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source: orxonox.OLD/branches/gui/src/world_entities/world_entity.h @ 8551

Last change on this file since 8551 was 8490, checked in by patrick, 18 years ago

merged the bsp branche back to trunk

File size: 7.7 KB
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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 "physics_interface.h"
19
20
21
22// FORWARD DECLARATION
23namespace OrxSound { class SoundBuffer; class SoundSource; }
24namespace OrxGui { class GLGuiWidget; class GLGuiBar; };
25
26class BVTree;
27class BoundingVolume;
28class Model;
29class CollisionHandle;
30class Collision;
31
32
33//class CharacterAttributes;
34
35
36//! Basis-class all interactive stuff in the world is derived from
37class WorldEntity : public PNode
38{
39public:
40  WorldEntity();
41  virtual ~WorldEntity ();
42
43  virtual void loadParams(const TiXmlElement* root);
44
45  void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0, unsigned int obbTreeDepth = 4);
46  void setModel(Model* model, unsigned int modelNumber = 0);
47  Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; };
48
49  inline void loadMD2Texture(const std::string& fileName) { this->md2TextureFileName = fileName; }
50
51  /** @param visibility if the Entity should be visible (been draw) */
52  void setVisibiliy (bool visibility) { this->bVisible = visibility; };
53  /** @returns true if the entity is visible, false otherwise */
54  inline bool isVisible() const { return this->bVisible; };
55
56  virtual void reset();
57
58  virtual void postSpawn ();
59  virtual void leaveWorld ();
60  virtual void destroy() {};
61
62  virtual void tick (float time);
63  virtual void draw () const;
64
65  /* --- Collision Detection Block  --- */
66  bool buildObbTree(int depth);
67  virtual void collidesWith (WorldEntity* entity, const Vector& location);
68  virtual void collidesWithGround(const Vector& location);
69  virtual void collidesWithGround(const Vector& feet, const Vector& ray_1, const Vector& ray_2);
70
71
72/** @returns a reference to the obb tree of this worldentity */
73  inline BVTree* getOBBTree() const { return this->obbTree; };
74  void drawBVTree(int depth, int drawMode) const;
75
76  /* --- Collision Reaction Block --- */
77  void subscribeReaction(CREngine::CRType type);
78  void subscribeReaction(CREngine::CRType type, long target1);
79  void subscribeReaction(CREngine::CRType type, long target1, long target2);
80  void subscribeReaction(CREngine::CRType type, long target1, long target2, long target3);
81  void subscribeReaction(CREngine::CRType type, long target1, long target2, long target3, long target4);
82
83  void unsubscribeReaction(CREngine::CRType type);
84  void unsubscribeReaction();
85
86  bool registerCollision(WorldEntity* entityA, WorldEntity* entityB, BoundingVolume* bvA, BoundingVolume* bvB);
87  bool registerCollision(WorldEntity* entity, WorldEntity* groundEntity, Vector normal, Vector position);
88  /** @return true if there is at least on collision reaction subscribed */
89  inline bool isReactive() const { return this->bReactive; }
90
91  CollisionHandle* getCollisionHandle(CREngine::CRType type) const { return this->collisionHandles[type]; }
92
93
94  /* @returns the Count of Faces on this WorldEntity */
95  //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; };
96  //  void addAbility(Ability* ability);
97  //  void removeAbility(Ability* ability);
98  //  void setCharacterAttributes(CharacterAttributes* charAttr);
99  //  CharacterAttributes* getCharacterAttributes();
100
101  /* --- Object Manager Block --- */
102  void toList(OM_LIST list);
103
104  void toReflectionList();
105  void removeFromReflectionList();
106
107  /** @returns a Reference to the objectListNumber to set. */
108  OM_LIST& getOMListNumber() { return this->objectListNumber; }
109  /** @returns a Reference to the Iterator */
110  ObjectManager::EntityList::iterator& getEntityIterator() { return this->objectListIterator; }
111
112  /* --- Network Block --- */
113  int       writeState(const byte* data, int length, int sender);
114  int       readState(byte* data, int maxLength );
115
116  /* --- Character Attribute Block --- */
117  /** @returns the damage dealt by this world entity */
118  float getDamage() const { return this->damage; }
119  /** sets the damage dealt to @param damage damage per second */
120  void setDamage(float damage) { this->damage = damage; }
121  /** @returns the Energy of the entity */
122  float getHealth() const { return this->health; };
123  /** @returns the Maximum energy this entity can be charged with */
124  float getHealthMax() const { return this->healthMax; }
125  float increaseHealth(float health);
126  float decreaseHealth(float health);
127  void increaseHealthMax(float increaseHealth);
128  OrxGui::GLGuiWidget* getHealthWidget();
129  bool hasHealthWidget() const { return this->healthWidget; };
130
131  virtual void varChangeHandler( std::list<int> & id );
132
133
134  //FIXME: the PhysicsInterface and the whole PEngine should probably be reviewed. Here its just used to store the vars
135  /* --- Physics Interface --- */
136  inline PhysicsInterface getPhysicsInterface() const { return this->physicsInterface; }
137  inline float getMass() const { return this->physicsInterface.getMass(); }
138  inline float getTotalMass() const { return this->physicsInterface.getTotalMass(); }
139  inline void setVelocity(const Vector& vel) { this->velocity = vel; }
140
141
142  /* --- Misc Stuff Block --- */
143  void debugWE() { this->debugEntity(); }
144  ;  ///FIXME
145  void debugEntity() const;
146
147
148protected:
149  void setHealth(float health) { this->health = health; this->updateHealthWidget();};
150  void setHealthWidgetVisibilit(bool visibility);
151  void setHealthMax(float healthMax);
152  void createHealthWidget();
153
154  //  CharacterAttributes*    charAttr;         //!< the character attributes of a world_entity
155private:
156  void updateHealthWidget();
157
158private:
159  /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
160  float                   damage;             //!< the damage dealt to other objects by colliding.
161  float                   health;             //!< The Energy of this Entity, if the Entity has any energy at all.
162  float                   healthMax;          //!< The Maximal energy this entity can take.
163  OrxGui::GLGuiBar*       healthWidget;       //!< The Slider (if wanted).
164
165  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
166  std::string             md2TextureFileName; //!< the file name of the md2 model texture, only if this
167  std::string             modelLODName;       //!< the name of the model lod file
168  BVTree*                 obbTree;            //!< this is the obb tree reference needed for collision detection
169
170  bool                    bCollide;           //!< If it should be considered for the collisiontest.
171  bool                    bVisible;           //!< If it should be visible.
172
173  OM_LIST                 objectListNumber;                //!< The ObjectList from ObjectManager this Entity is in.
174  ObjectManager::EntityList::iterator objectListIterator;  //!< The iterator position of this Entity in the given list of the ObjectManager.
175
176
177
178  float                   scaling;                         //!< model's scaling factor
179  int                     scaling_handle;                  //!< handle for syncing var
180
181  std::string             modelFileName;                   //!< model's file name
182  int                     modelFileName_handle;            //!< handle for syncing var
183
184  CollisionHandle*        collisionHandles[CREngine::CR_NUMBER];  //!< the list of the collision reactions
185  bool                    bReactive;                              //!< true if there is at least one collision reaction subscibed
186
187  PhysicsInterface        physicsInterface;                //!< the physics object of the WorldEntity
188
189
190  protected:
191  Vector                  velocity;                        //!< speed of the entity
192
193};
194
195#endif /* _WORLD_ENTITY_H */
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