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source: code/branches/ScriptableController_HS17/src/orxonox/worldentities/MobileEntity.cc @ 11583

Last change on this file since 11583 was 11583, checked in by kohlia, 6 years ago

Near object, near point and at area work!

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      Martin Stypinski
26 *
27 */
28
29#include "MobileEntity.h"
30
31#include <OgreSceneNode.h>
32#include <BulletDynamics/Dynamics/btRigidBody.h>
33
34#include "core/CoreIncludes.h"
35#include "core/XMLPort.h"
36
37#include "Scene.h"
38#include "Level.h"
39#include "scriptablecontroller/scriptable_controller.h"
40
41namespace orxonox
42{
43    RegisterClass(MobileEntity);
44
45    MobileEntity::MobileEntity(Context* context) : WorldEntity(context)
46    {
47        RegisterObject(MobileEntity);
48
49        this->linearAcceleration_  = Vector3::ZERO;
50        this->linearVelocity_      = Vector3::ZERO;
51        this->angularAcceleration_ = Vector3::ZERO;
52        this->angularVelocity_     = Vector3::ZERO;
53    }
54
55    MobileEntity::~MobileEntity()
56    {
57    }
58
59    void MobileEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
60    {
61        SUPER(MobileEntity, XMLPort, xmlelement, mode);
62
63        XMLPortParamTemplate(MobileEntity, "velocity",     setVelocity,     getVelocity,     xmlelement, mode, const Vector3&);
64
65        Vector3 rotationAxis(this->getRotationAxis());
66        Degree rotationRate = this->getRotationRate();
67        XMLPortParamVariable(MobileEntity, "rotationaxis", rotationAxis, xmlelement, mode);
68        XMLPortParamVariable(MobileEntity, "rotationrate", rotationRate, xmlelement, mode);
69        if (mode == XMLPort::LoadObject)
70        {
71            if (rotationAxis == Vector3::ZERO)
72                this->setAngularVelocity(Vector3::ZERO);
73            else
74                this->setAngularVelocity(rotationAxis.normalisedCopy() * rotationRate.valueRadians());
75        }
76    }
77
78    void MobileEntity::tick(float dt)
79    {
80        if (this->isActive())
81        {
82            // Check whether Bullet doesn't do the physics for us
83            if (!this->isDynamic())
84            {
85                // Linear part
86                this->linearVelocity_.x += this->linearAcceleration_.x * dt;
87                this->linearVelocity_.y += this->linearAcceleration_.y * dt;
88                this->linearVelocity_.z += this->linearAcceleration_.z * dt;
89                this->node_->translate(this->linearVelocity_ * dt);
90
91                // Angular part
92                // Note: angularVelocity_ is a Quaternion with w = 0 while angularAcceleration_ is a Vector3
93                this->angularVelocity_.x += angularAcceleration_.x * dt;
94                this->angularVelocity_.y += angularAcceleration_.y * dt;
95                this->angularVelocity_.z += angularAcceleration_.z * dt;
96                // Calculate new orientation with quaternion derivative. This is about 30% faster than with angle/axis method.
97                float mult = dt * 0.5f;
98                // TODO: this could be optimized by writing it out. The calls currently create 4 new Quaternions!
99                Quaternion newOrientation(0.0f, this->angularVelocity_.x * mult, this->angularVelocity_.y * mult, this->angularVelocity_.z * mult);
100                newOrientation = this->node_->getOrientation() + newOrientation * this->node_->getOrientation();
101                newOrientation.normalise();
102                this->node_->setOrientation(newOrientation);
103            }
104        }
105    }
106
107    void MobileEntity::setPosition(const Vector3& position)
108    {
109        if (this->isDynamic())
110        {
111            btTransform transf = this->physicalBody_->getWorldTransform();
112            transf.setOrigin(btVector3(position.x, position.y, position.z));
113            this->physicalBody_->setWorldTransform(transf);
114        }
115
116        this->node_->setPosition(position);
117    }
118
119    void MobileEntity::setOrientation(const Quaternion& orientation)
120    {
121        if (this->isDynamic())
122        {
123            btTransform transf = this->physicalBody_->getWorldTransform();
124            transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w));
125            this->physicalBody_->setWorldTransform(transf);
126        }
127
128        this->node_->setOrientation(orientation);
129    }
130
131    void MobileEntity::setVelocity(const Vector3& velocity)
132    {
133        if (this->isDynamic())
134            this->physicalBody_->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z));
135
136        this->linearVelocity_ = velocity;
137    }
138
139    void MobileEntity::setAngularVelocity(const Vector3& velocity)
140    {
141        if (this->isDynamic())
142            this->physicalBody_->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z));
143
144        this->angularVelocity_ = velocity;
145    }
146
147    void MobileEntity::setAcceleration(const Vector3& acceleration)
148    {
149        if (this->isDynamic())
150        {
151            this->physicalBody_->applyCentralForce(btVector3(acceleration.x * this->getMass(), acceleration.y * this->getMass(), acceleration.z * this->getMass()));
152        }
153
154        // If not bullet-managed (deprecated? SpaceShip doesn't use this anymore for movement) TODO: Find out!
155        this->linearAcceleration_ = acceleration;
156    }
157
158    /**
159    @brief
160        Adds the input acceleration at the input position to the MobileEntity.
161    @param acceleration
162        The acceleration to be additionally applied to the MobileEntity.
163    @param relativePosition
164        The position relative to the MobileEntity at which the acceleration is applied.
165    */
166    void MobileEntity::addAcceleration(const Vector3 &acceleration, const Vector3 &relativePosition)
167    {
168        if(this->isDynamic())
169        {
170            this->physicalBody_->applyForce(this->getMass() * btVector3(acceleration.x, acceleration.y, acceleration.z), btVector3(relativePosition.x, relativePosition.y, relativePosition.z));
171        }
172    }
173
174    void MobileEntity::setAngularAcceleration(const Vector3& acceleration)
175    {
176        if (this->isDynamic())
177        {
178            btVector3 inertia(btVector3(1, 1, 1) / this->physicalBody_->getInvInertiaDiagLocal());
179            this->physicalBody_->applyTorque(btVector3(acceleration.x, acceleration.y, acceleration.z) * inertia);
180        }
181
182        this->angularAcceleration_ = acceleration;
183    }
184
185    void MobileEntity::applyCentralForce(const Vector3& force)
186    {
187        if (this->isDynamic())
188            this->physicalBody_->applyCentralForce(btVector3(force.x * this->getMass(), force.y * this->getMass(), force.z * this->getMass()));
189    }
190
191    bool MobileEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const
192    {
193        if (type == WorldEntity::CollisionType::Static)
194        {
195            orxout(internal_warning) << "Cannot tell a MobileEntity to have static collision type! Ignoring." << endl;
196            assert(false); // Only in debug mode
197            return false;
198        }
199        else
200            return true;
201    }
202
203    void MobileEntity::setWorldTransform(const btTransform& worldTrans)
204    {
205        // We use a dynamic body. So we translate our node accordingly.
206        this->node_->setPosition(Vector3(worldTrans.getOrigin().x(), worldTrans.getOrigin().y(), worldTrans.getOrigin().z()));
207        btQuaternion temp(worldTrans.getRotation());
208        this->node_->setOrientation(Quaternion(temp.w(), temp.x(), temp.y(), temp.z()));
209        this->linearVelocity_.x = this->physicalBody_->getLinearVelocity().x();
210        this->linearVelocity_.y = this->physicalBody_->getLinearVelocity().y();
211        this->linearVelocity_.z = this->physicalBody_->getLinearVelocity().z();
212        this->angularVelocity_.x = this->physicalBody_->getAngularVelocity().x();
213        this->angularVelocity_.y = this->physicalBody_->getAngularVelocity().y();
214        this->angularVelocity_.z = this->physicalBody_->getAngularVelocity().z();
215    }
216
217    void MobileEntity::getWorldTransform(btTransform& worldTrans) const
218    {
219        // We use a kinematic body
220        worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z));
221        worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w));
222        if (this->isDynamic())
223        {
224            // This function gets called only once for dynamic objects to set the initial conditions
225            // We have to set the velocities too.
226            this->physicalBody_->setLinearVelocity(btVector3(linearVelocity_.x, linearVelocity_.y, linearVelocity_.z));
227            this->physicalBody_->setAngularVelocity(btVector3(angularVelocity_.x, angularVelocity_.y, angularVelocity_.z));
228        }
229    }
230}
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