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source: orxonox.OLD/branches/terrain/src/world_entities/world_entity.h @ 10770

Last change on this file since 10770 was 10013, checked in by patrick, 18 years ago

merged the collision reaction branche back to trunk

File size: 9.7 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 "collision_filter.h"
15#include "object_manager.h"
16#include "glincl.h"
17#include <vector>
18
19#include "aabb_tree_node.h"
20
21#include "physics_interface.h"
22
23
24
25// FORWARD DECLARATION
26namespace OrxSound { class SoundBuffer; class SoundSource; }
27namespace OrxGui { class GLGuiWidget; class GLGuiBar; class GLGuiEnergyWidget; };
28namespace CoRe { class Collision; }
29
30class BVTree;
31class BoundingVolume;
32class AABBTreeNode;
33class Model;
34
35
36//! Basis-class all interactive stuff in the world is derived from
37class WorldEntity : public PNode
38{
39  ObjectListDeclaration(WorldEntity);
40
41public:
42  WorldEntity();
43  virtual ~WorldEntity ();
44
45  virtual void loadParams(const TiXmlElement* root);
46
47  void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0, unsigned int obbTreeDepth = 4);
48  void loadModel2(const std::string& fileN, float scal = 1.0f){this->loadModel(fileN,scal,0,4);}
49  void setModel(Model* model, unsigned int modelNumber = 0);
50  Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; };
51
52  inline void loadMD2Texture(const std::string& fileName) { this->md2TextureFileName = fileName; }
53
54  /** @param visibility if the Entity should be visible (been draw) */
55  void setVisibiliy (bool visibility) { this->bVisible = visibility; };
56  /** @returns true if the entity is visible, false otherwise */
57  inline bool isVisible() const { return this->bVisible; };
58
59  virtual void reset();
60
61  virtual void postSpawn ();
62  virtual void leaveWorld ();
63
64  virtual void tick (float time);
65  virtual void draw () const;
66
67  /* --- Collision Detection Block  --- */
68  bool buildObbTree(int depth);
69  virtual void collidesWith (WorldEntity* entity, const Vector& location);
70  virtual void collidesWithGround(const Vector& location);
71  virtual void collidesWithGround(const Vector& feet, const Vector& ray_1, const Vector& ray_2);
72
73  /** @returns a reference to the obb tree of this worldentity */
74  inline BVTree* getOBBTree() const { return this->obbTree; };
75  inline void setOBBTree(OBBTree* tree) { /*if( this->obbTree != NULL) delete this->obbTree;*/ this->obbTree = (BVTree*)tree; }
76  void drawBVTree(int depth, int drawMode) const;
77  inline AABB* getModelAABB() const { return (this->aabbNode)?this->aabbNode->getAABB():NULL;}
78
79  virtual void hit(float damage, WorldEntity* killer);
80
81
82  /* --- Collision Reaction Block --- */
83  void subscribeReaction(CoRe::CREngine::ReactionType type, const ClassID& target1);
84  void subscribeReaction(CoRe::CREngine::ReactionType type, const ClassID& target1, const ClassID& target2);
85  void subscribeReaction(CoRe::CREngine::ReactionType type, const ClassID& target1, const ClassID& target2, const ClassID& target3);
86
87  void unsubscribeReaction(CoRe::CREngine::ReactionType type);
88  void unsubscribeReactions();
89
90  /** @return true if there is at least on collision reaction subscribed */
91  inline bool isReactive() const { return this->_collisionFilter.isReactive(); }
92
93  /** @param worldEntity the world entity to be checked @returns true if there is a collisionreaction registered for the worldEntity */
94  inline bool isReactive( const WorldEntity& worldEntity) const { return this->_collisionFilter(worldEntity); }
95  /** @param worldEntity the world entity to be checked @param type special reaction type @returns true if collision reaction reg. */
96  inline bool isReactive( const WorldEntity& worldEntity, const CoRe::CREngine::ReactionType& type) const
97  { return this->_collisionFilter(worldEntity, type); }
98
99
100  const CoRe::CollisionFilter& getCollisionFilter(CoRe::CREngine::ReactionType type) const { return this->_collisionFilter; }
101
102  /** @returns true if this entity is standing on ground (BSP model) */
103  bool isOnGround() const { return this->_bOnGround; }
104  /** @param flag: marks if this entity is standing on ground */
105  void setOnGround(bool flag) { this->_bOnGround = flag; }
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); }
130  void unhide() { if( this->objectListNumber != this->lastObjectListNumber) this->toList(this->lastObjectListNumber); }
131
132
133  /* --- Character Attribute Block --- */
134  /** @returns the scaling of the model */
135  float 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    //  CharacterAttributes*    charAttr;         //!< the character attributes of a world_entity
173
174
175private:
176  void updateHealthWidget();
177
178
179private:
180  /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
181  float                   damage;             //!< the damage dealt to other objects by colliding.
182  float                   health;             //!< The Energy of this Entity, if the Entity has any energy at all.
183  float                   healthMax;          //!< The Maximal energy this entity can take.
184  OrxGui::GLGuiEnergyWidget* healthWidget;    //!< The Slider (if wanted).
185
186  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
187  std::string             md2TextureFileName; //!< the file name of the md2 model texture, only if this
188  std::string             modelLODName;       //!< the name of the model lod file
189  BVTree*                 obbTree;            //!< this is the obb tree reference needed for collision detection
190  AABBTreeNode*           aabbNode;           //!< the tree node of the first level of a axis aligned bounding boxes tree: model dimension
191
192  bool                    bCollide;           //!< If it should be considered for the collisiontest.
193  bool                    bVisible;           //!< If it should be visible.
194
195  OM_LIST                 objectListNumber;                //!< The ObjectList from ObjectManager this Entity is in.
196  ObjectManager::EntityList::iterator objectListIterator;  //!< The iterator position of this Entity in the given list of the ObjectManager.
197  OM_LIST                 lastObjectListNumber;            //!< the last ObjectList from the ObjectManager this Entity was is in
198
199  /* collision reaction stuff */
200  CoRe::CollisionFilter   _collisionFilter;                //!< filter for collision event filtering (not every entity listens to all collisions)
201  bool                    _bOnGround;                      //!< flag true if the object is on the ground
202
203  PhysicsInterface        physicsInterface;                //!< the physics object of the WorldEntity
204
205  /* network help structures */
206  float                   scaling;                         //!< model's scaling factor
207  int                     scaling_handle;                  //!< handle for syncing var
208
209  std::string             modelFileName;                   //!< model's file name
210  int                     modelFileName_handle;            //!< handle for syncing var
211
212  int                     list_write;                      //!< entity's list
213  int                     list_handle;                     //!< handle for list changes
214
215  float                   health_write;
216  int                     health_handle;
217
218  float                   healthMax_write;
219  int                     healthMax_handle;
220
221
222
223protected:
224  Vector                  velocity;                        //!< speed of the entity
225
226};
227
228#endif /* _WORLD_ENTITY_H */
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