| 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 |  *      Reto Grieder | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      Martin Stypinski | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | #ifndef _MobileEntity_H__ | 
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| 30 | #define _MobileEntity_H__ | 
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| 31 |  | 
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| 32 | #include "OrxonoxPrereqs.h" | 
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| 33 |  | 
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| 34 | #include "util/Math.h" | 
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| 35 | #include "tools/interfaces/Tickable.h" | 
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| 36 | #include "WorldEntity.h" | 
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| 37 |  | 
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| 38 | namespace orxonox | 
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| 39 | { | 
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| 40 |     /** | 
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| 41 |     @brief | 
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| 42 |         The MobileEntity is a derived class from @ref orxonox::WorldEntity and @ref orxonox::Tickable. It is supposed to be the base class of  | 
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| 43 |         @ref orxonox::MovableEntity and @ref orxonox::ControllableEntity. You will never need to instanciate a MobileEntity directly. | 
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| 44 |         Use only its derivatives. | 
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| 45 |         In addition to the functionalities of the @ref orxonox::WorldEntity this class has a linear and angular velocity and a linear and angular acceleration. | 
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| 46 |         Every time the @see tick function is called the linear acceleration is multiplied by the time since the last call of tick and then added to the | 
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| 47 |         linear velocity. Then the linear velocity is multiplied by the time since the last call of tick and then added to the position. The same happens with | 
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| 48 |         the angular acceleration and velocity. With this procedure MobileEntities can change their position and orientation with time. | 
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| 49 |  | 
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| 50 |         A MobileEntity can only have the collisition type WorldEntity::None, WorldEntity::Dynamic or WorldEntity::Kinematic. The collsion type WorldEntity::Static is illegal. | 
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| 51 |     */ | 
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| 52 |  | 
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| 53 |     class _OrxonoxExport MobileEntity : public WorldEntity, public Tickable | 
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| 54 |     { | 
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| 55 |         public: | 
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| 56 |             MobileEntity(Context* context); | 
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| 57 |             virtual ~MobileEntity(); | 
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| 58 |  | 
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| 59 |             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; | 
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| 60 |             virtual void tick(float dt) override; | 
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| 61 |  | 
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| 62 |             virtual void setPosition(const Vector3& position) override; | 
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| 63 |             virtual void setOrientation(const Quaternion& orientation) override; | 
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| 64 |  | 
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| 65 |             virtual void setVelocity(const Vector3& velocity); | 
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| 66 |             inline void setVelocity(float x, float y, float z) | 
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| 67 |                 { this->setVelocity(Vector3(x, y, z)); } | 
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| 68 |             virtual inline const Vector3& getVelocity() const override | 
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| 69 |                 { return this->linearVelocity_; } | 
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| 70 |             /** | 
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| 71 |             @brief Get the velocity in the coordinate-system of the MoblieEntity. | 
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| 72 |             @return Returns the velocity of the MobileEntity in its coordinate-system. | 
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| 73 |             */ | 
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| 74 |             inline Vector3 getLocalVelocity() const | 
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| 75 |                 { return (this->getOrientation().Inverse() * this->getVelocity()); } | 
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| 76 |  | 
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| 77 |             virtual void setAngularVelocity(const Vector3& velocity); | 
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| 78 |             inline void setAngularVelocity(float x, float y, float z) | 
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| 79 |                 { this->setAngularVelocity(Vector3(x, y, z)); } | 
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| 80 |             inline const Vector3& getAngularVelocity() const | 
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| 81 |                 { return this->angularVelocity_; } | 
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| 82 |  | 
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| 83 |             void setAcceleration(const Vector3& acceleration); | 
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| 84 |             inline void setAcceleration(float x, float y, float z) | 
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| 85 |                 { this->setAcceleration(Vector3(x, y, z)); } | 
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| 86 |             inline const Vector3& getAcceleration() const | 
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| 87 |                 { return this->linearAcceleration_; } | 
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| 88 |             void addAcceleration(const Vector3& acceleration, const Vector3 &relativePosition = Vector3::ZERO); // Adds the input acceleration at the input position to the MobileEntity. | 
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| 89 |  | 
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| 90 |             void setAngularAcceleration(const Vector3& acceleration); | 
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| 91 |             inline void setAngularAcceleration(float x, float y, float z) | 
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| 92 |                 { this->setAngularAcceleration(Vector3(x, y, z)); } | 
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| 93 |             inline const Vector3& getAngularAcceleration() const | 
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| 94 |                 { return this->angularAcceleration_; } | 
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| 95 |  | 
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| 96 |             void applyCentralForce(const Vector3& force); | 
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| 97 |             inline void applyCentralForce(float x, float y, float z) | 
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| 98 |                 { this->applyCentralForce(Vector3(x, y, z)); } | 
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| 99 |  | 
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| 100 |             inline void setRotationRate(Degree rate) | 
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| 101 |                 { this->setAngularVelocity(this->getAngularVelocity().normalisedCopy() * rate.valueRadians()); } | 
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| 102 |             inline Degree getRotationRate() const | 
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| 103 |                 { return Radian(this->getAngularVelocity().length()); } | 
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| 104 |  | 
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| 105 |             inline void setRotationAxis(const Vector3& axis) | 
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| 106 |                 { this->setAngularVelocity(axis * this->getAngularVelocity().length()); } | 
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| 107 |             inline Vector3 getRotationAxis() const | 
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| 108 |                 { return this->getAngularVelocity().normalisedCopy(); } | 
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| 109 |  | 
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| 110 |         protected: | 
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| 111 |             // Bullet btMotionState related | 
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| 112 |             virtual void setWorldTransform(const btTransform& worldTrans) override; | 
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| 113 |             virtual void getWorldTransform(btTransform& worldTrans) const override; | 
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| 114 |  | 
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| 115 |             Vector3 linearAcceleration_; | 
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| 116 |             Vector3 linearVelocity_; | 
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| 117 |             Vector3 angularAcceleration_; | 
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| 118 |             Vector3 angularVelocity_; | 
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| 119 |  | 
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| 120 |         private: | 
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| 121 |             virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const override; | 
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| 122 |     }; | 
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| 123 | } | 
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| 124 |  | 
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| 125 | #endif /* _MobileEntity_H__ */ | 
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