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source: code/branches/pch/src/orxonox/objects/worldentities/WorldEntity.h @ 3165

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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 *      Fabian 'x3n' Landau
24 *      Reto Grieder (physics)
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#ifndef _WorldEntity_H__
31#define _WorldEntity_H__
32
33#include "OrxonoxPrereqs.h"
34
35#ifdef NDEBUG
36#include <OgreSceneNode.h>
37#else
38#include <OgrePrerequisites.h>
39#endif
40#include <LinearMath/btMotionState.h>
41
42#include "util/Math.h"
43#include "core/BaseObject.h"
44#include "network/synchronisable/Synchronisable.h"
45
46namespace orxonox
47{
48    /**
49    @brief
50        The WorldEntity represents everything that can be put in a Scene at a certain location.
51
52        It is supposed to be the base class of everything you would call an 'object' in a Scene.
53        The class itself is abstract which means you cannot use it directly. You may use StaticEntity
54        as the simplest derivative or (derived from MobileEntity) MovableEntity and ControllableEntity
55        as more advanced ones.
56
57        The basic task of the WorldEntity is provide a location, a direction and a scaling and the possibility
58        to create an entire hierarchy of derivated objects.
59        It is also the basis for the physics interface to the Bullet physics engine.
60        Every WorldEntity can have a specific collision type: @see CollisionType
61        This would then imply that every scene object could have any collision type. To limit this, you can always
62        override this->isCollisionTypeLegal(CollisionType). Return false if the collision type is not supported
63        for a specific object.
64        There is also support for attaching WorldEntities with physics to each other. Currently, the collision shape
65        of both objects simply get merged into one larger shape (for static collision type).
66        The phyiscal body that is internally stored and administrated has the following supported properties:
67        - Restitution, angular factor, linear damping, angular damping, fricition, mass and collision shape.
68        You can get more information at the corresponding set function.
69
70        Collision shapes: These are controlled by the internal WorldEntityCollisionShape. @see WorldEntityCollisionShape.
71    */
72    class _OrxonoxExport WorldEntity : public BaseObject, public Synchronisable, public btMotionState
73    {
74        friend class Scene;
75
76        public:
77            // Define our own transform space enum to avoid Ogre includes here
78            /**
79            @brief
80                Enumeration denoting the spaces which a transform can be relative to.
81            */
82            enum TransformSpace
83            {
84                //! Transform is relative to the local space
85                Local,
86                //! Transform is relative to the space of the parent node
87                Parent,
88                //! Transform is relative to world space
89                World
90            };
91
92        public:
93            WorldEntity(BaseObject* creator);
94            virtual ~WorldEntity();
95
96            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
97            void registerVariables();
98
99            inline const Ogre::SceneNode* getNode() const
100                { return this->node_; }
101
102            static const Vector3 FRONT;
103            static const Vector3 BACK;
104            static const Vector3 LEFT;
105            static const Vector3 RIGHT;
106            static const Vector3 DOWN;
107            static const Vector3 UP;
108
109            virtual void setPosition(const Vector3& position) = 0;
110            inline void setPosition(float x, float y, float z)
111                { this->setPosition(Vector3(x, y, z)); }
112            const Vector3& getPosition() const;
113            const Vector3& getWorldPosition() const;
114
115            void translate(const Vector3& distance, TransformSpace relativeTo = WorldEntity::Parent);
116            inline void translate(float x, float y, float z, TransformSpace relativeTo = WorldEntity::Parent)
117                { this->translate(Vector3(x, y, z), relativeTo); }
118
119            virtual inline const Vector3& getVelocity() const
120                { return Vector3::ZERO; }
121
122            virtual void setOrientation(const Quaternion& orientation) = 0;
123            inline void setOrientation(float w, float x, float y, float z)
124                { this->setOrientation(Quaternion(w, x, y, z)); }
125            inline void setOrientation(const Vector3& axis, const Radian& angle)
126                { this->setOrientation(Quaternion(angle, axis)); }
127            inline void setOrientation(const Vector3& axis, const Degree& angle)
128                { this->setOrientation(Quaternion(angle, axis)); }
129            const Quaternion& getOrientation() const;
130            const Quaternion& getWorldOrientation() const;
131
132            void rotate(const Quaternion& rotation, TransformSpace relativeTo = WorldEntity::Local);
133            inline void rotate(const Vector3& axis, const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)
134                { this->rotate(Quaternion(angle, axis), relativeTo); }
135
136            inline void yaw(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)
137                { this->rotate(Quaternion(angle, Vector3::UNIT_Y), relativeTo); }
138            inline void pitch(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)
139                { this->rotate(Quaternion(angle, Vector3::UNIT_X), relativeTo); }
140            inline void roll(const Degree& angle, TransformSpace relativeTo = WorldEntity::Local)
141                { this->rotate(Quaternion(angle, Vector3::UNIT_Z), relativeTo); }
142
143            void lookAt(const Vector3& target, TransformSpace relativeTo = WorldEntity::Parent, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
144            void setDirection(const Vector3& direction, TransformSpace relativeTo = WorldEntity::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
145            inline void setDirection(float x, float y, float z, TransformSpace relativeTo = WorldEntity::Local, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
146                { this->setDirection(Vector3(x, y, z), relativeTo, localDirectionVector); }
147
148            virtual void setScale3D(const Vector3& scale);
149            inline void setScale3D(float x, float y, float z)
150                { this->setScale3D(Vector3(x, y, z)); }
151            const Vector3& getScale3D(void) const;
152            const Vector3& getWorldScale3D() const;
153
154            inline void setScale(float scale)
155                { this->setScale3D(scale, scale, scale); }
156            inline float getScale() const
157                { Vector3 scale = this->getScale3D(); return (scale.x == scale.y && scale.x == scale.z) ? scale.x : 1; }
158            float getWorldScale() const;
159
160            inline void scale3D(const Vector3& scale)
161                { this->setScale3D(this->getScale3D() * scale); }
162            inline void scale3D(float x, float y, float z)
163                { this->scale3D(Vector3(x, y, z)); }
164            inline void scale(float scale)
165                { this->scale3D(scale, scale, scale); }
166
167            virtual void changedScale() {}
168
169            void attach(WorldEntity* object);
170            void detach(WorldEntity* object);
171            WorldEntity* getAttachedObject(unsigned int index);
172            inline const std::set<WorldEntity*>& getAttachedObjects() const
173                { return this->children_; }
174
175            void attachOgreObject(Ogre::MovableObject* object);
176            void detachOgreObject(Ogre::MovableObject* object);
177            Ogre::MovableObject* detachOgreObject(const Ogre::String& name);
178
179            inline void attachToParent(WorldEntity* parent)
180                { parent->attach(this); }
181            inline void detachFromParent()
182                { if (this->parent_) { this->parent_->detach(this); } }
183            inline WorldEntity* getParent() const
184                { return this->parent_; }
185
186            void attachNode(Ogre::SceneNode* node);
187            void detachNode(Ogre::SceneNode* node);
188            void attachToNode(Ogre::SceneNode* node);
189            void detachFromNode(Ogre::SceneNode* node);
190
191            inline void setDeleteWithParent(bool value)
192                { this->bDeleteWithParent_ = value; }
193            inline bool getDeleteWithParent() const
194                { return this->bDeleteWithParent_; }
195
196            void notifyChildPropsChanged();
197
198        protected:
199            virtual void parentChanged() {}
200
201            Ogre::SceneNode* node_;
202
203        private:
204            inline void lookAt_xmlport(const Vector3& target)
205                { this->lookAt(target); }
206            inline void setDirection_xmlport(const Vector3& direction)
207                { this->setDirection(direction); }
208            inline void yaw_xmlport(const Degree& angle)
209                { this->yaw(angle); }
210            inline void pitch_xmlport(const Degree& angle)
211                { this->pitch(angle); }
212            inline void roll_xmlport(const Degree& angle)
213                { this->roll(angle); }
214
215            // network callbacks
216            void networkcallback_parentChanged();
217            inline void scaleChanged()
218                { this->setScale3D(this->getScale3D()); }
219
220            WorldEntity* parent_;
221            unsigned int parentID_;
222            std::set<WorldEntity*> children_;
223            bool bDeleteWithParent_;
224
225
226        /////////////
227        // Physics //
228        /////////////
229
230        public:
231            /**
232            @brief
233                Denotes the possible types of physical objects in a Scene.
234
235                Dynamic:   The object is influenced by its physical environment, like for instance little ball.
236                Kinematic: The object can only influence other dynamic objects. It's movement is coordinated by your own saying.
237                Static:    Like kinematic but the object is not allowed to move during the simulation.
238                None:      The object has no physics at all.
239            */
240            enum CollisionType
241            {
242                Dynamic,
243                Kinematic,
244                Static,
245                None
246            };
247
248            //! Tells whether the object has any connection to the Bullet physics engine. If hasPhysics() is false, the object may still have a velocity.
249            bool hasPhysics()       const { return getCollisionType() != None     ; }
250            //! @see CollisionType
251            bool isStatic()         const { return getCollisionType() == Static   ; }
252            //! @see CollisionType
253            bool isKinematic()      const { return getCollisionType() == Kinematic; }
254            //! @see CollisionType
255            bool isDynamic()        const { return getCollisionType() == Dynamic  ; }
256            //! Tells whether physics has been activated (you can temporarily deactivate it)
257            bool isPhysicsActive()  const { return this->bPhysicsActive_; }
258            bool addedToPhysicalWorld() const;
259
260            void activatePhysics();
261            void deactivatePhysics();
262
263            //! Returns the CollisionType. @see CollisionType.
264            inline CollisionType getCollisionType() const
265                { return this->collisionType_; }
266            void setCollisionType(CollisionType type);
267
268            void setCollisionTypeStr(const std::string& type);
269            std::string getCollisionTypeStr() const;
270
271            //! Sets the mass of this object. Note that the total mass may be influenced by attached objects!
272            inline void setMass(float mass)
273                { this->mass_ = mass; recalculateMassProps(); }
274            //! Returns the mass of this object without its children.
275            inline float getMass() const
276                { return this->mass_; }
277
278            //! Returns the total mass of this object with all its attached children.
279            inline float getTotalMass() const
280                { return this->mass_ + this->childrenMass_; }
281
282            /**
283            @brief
284                Returns the diagonal elements of the inertia tensor when calculated in local coordinates.
285            @Note
286                The local inertia tensor cannot be set, but is calculated by Bullet according to the collisionShape.
287                With compound collision shapes, an approximation is used.
288            */
289            inline const btVector3& getLocalInertia() const
290                { return this->localInertia_; }
291
292            /**
293            @brief
294                Sets how much reaction is applied in a collision.
295
296                Consider two equal spheres colliding with equal velocities:
297                Restitution 1 means that both spheres simply reverse their velocity (no loss of energy)
298                Restitution 0 means that both spheres will immediately stop moving
299                (maximum loss of energy without violating of the preservation of momentum)
300            */
301            inline void setRestitution(float restitution)
302                { this->restitution_ = restitution; internalSetPhysicsProps(); }
303            //! Returns the restitution parameter. @see setRestitution.
304            inline float getRestitution() const
305                { return this->restitution_; }
306
307            /**
308            @brief
309                Sets an artificial parameter that tells how much torque is applied when you apply a non-central force.
310
311                Normally the angular factor is 1, which means it's physically 'correct'. Howerver if you have a player
312                character that should not rotate when hit sideways, you can set the angular factor to 0.
313            */
314            inline void setAngularFactor(float angularFactor)
315                { this->angularFactor_ = angularFactor; internalSetPhysicsProps(); }
316            //! Returns the angular factor. @see setAngularFactor.
317            inline float getAngularFactor() const
318                { return this->angularFactor_; }
319
320            //! Applies a mass independent damping. Velocities will simply diminish exponentially.
321            inline void setLinearDamping(float linearDamping)
322                { this->linearDamping_ = linearDamping; internalSetPhysicsProps(); }
323            //! Returns the linear damping. @see setLinearDamping.
324            inline float getLinearDamping() const
325                { return this->linearDamping_; }
326
327            //! Applies a tensor independent rotation damping. Angular velocities will simply diminish exponentially.
328            inline void setAngularDamping(float angularDamping)
329                { this->angularDamping_ = angularDamping; internalSetPhysicsProps(); }
330            //! Returns the angular damping. @see setAngularDamping.
331            inline float getAngularDamping() const
332                { return this->angularDamping_; }
333
334            //! Applies friction to the object. Friction occurs when two objects collide.
335            inline void setFriction(float friction)
336                { this->friction_ = friction; internalSetPhysicsProps(); }
337            //! Returns the amount of friction applied to the object.
338            inline float getFriction() const
339                { return this->friction_; }
340
341            void attachCollisionShape(CollisionShape* shape);
342            void detachCollisionShape(CollisionShape* shape);
343            CollisionShape* getAttachedCollisionShape(unsigned int index);
344
345            void notifyCollisionShapeChanged();
346            void notifyChildMassChanged();
347
348            /**
349            @brief
350                Virtual function that gets called when this object collides with another.
351            @param otherObject
352                The object this one has collided into.
353            @pram contactPoint
354                Contact point provided by Bullet. Holds more information and can me modified. See return value.
355            @Return
356                Returning false means that no modification to the contactPoint has been made. Return true otherwise!
357            @Note
358                Condition is that enableCollisionCallback() was called.
359            */
360            virtual inline bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
361                { return false; } /* With false, Bullet assumes no modification to the collision objects. */
362
363            //! Enables the collidesAgainst(.) function. The object doesn't respond to collision otherwise!
364            inline void enableCollisionCallback()
365                { this->bCollisionCallbackActive_ = true; this->collisionCallbackActivityChanged(); }
366            //! Disables the collidesAgainst(.) function. @see enableCollisionCallback()
367            inline void disableCollisionCallback()
368                { this->bCollisionCallbackActive_ = false; this->collisionCallbackActivityChanged(); }
369            //! Tells whether there could be a collision callback via collidesAgainst(.)
370            inline bool isCollisionCallbackActive() const
371                { return this->bCollisionCallbackActive_; }
372
373            //! Enables or disables collision response (default is of course on)
374            inline void setCollisionResponse(bool value)
375                { this->bCollisionResponseActive_ = value; this->collisionResponseActivityChanged(); }
376            //! Tells whether there could be a collision response
377            inline bool hasCollisionResponse()
378                { return this->bCollisionResponseActive_; }
379
380        protected:
381            /**
382            @brief
383                Function checks whether the requested collision type is legal to this object.
384
385                You can override this function in a derived class to constrain the collision to e.g. None or Dynamic.
386                A projectile may not prove very useful if there is no physical body. Simply set the CollisionType
387                in its constructor and override this method. But be careful that a derived classe's virtual functions
388                don't yet exist in the constructor if a base class.
389            */
390            virtual bool isCollisionTypeLegal(CollisionType type) const = 0;
391
392            btRigidBody*  physicalBody_; //!< Bullet rigid body. Everything physical is applied to this instance.
393
394        private:
395            void recalculateMassProps();
396            void internalSetPhysicsProps();
397
398            bool notifyBeingAttached(WorldEntity* newParent);
399            void notifyDetached();
400
401            // network callbacks
402            void collisionTypeChanged();
403            void physicsActivityChanged();
404            void collisionCallbackActivityChanged();
405            void collisionResponseActivityChanged();
406            //! Network callback workaround to call a function when the value changes.
407            inline void massChanged()
408                { this->setMass(this->mass_); }
409            //! Network callback workaround to call a function when the value changes.
410            inline void restitutionChanged()
411                { this->setRestitution(this->restitution_); }
412            //! Network callback workaround to call a function when the value changes.
413            inline void angularFactorChanged()
414                { this->setAngularFactor(this->angularFactor_); }
415            //! Network callback workaround to call a function when the value changes.
416            inline void linearDampingChanged()
417                { this->setLinearDamping(this->linearDamping_); }
418            //! Network callback workaround to call a function when the value changes.
419            inline void angularDampingChanged()
420                { this->setAngularDamping(this->angularDamping_); }
421            //! Network callback workaround to call a function when the value changes.
422            inline void frictionChanged()
423                { this->setFriction(this->friction_); }
424
425            CollisionType                collisionType_;                 //!< @see setCollisionType
426            CollisionType                collisionTypeSynchronised_;     //!< Network synchronised variable for collisionType_
427            bool                         bPhysicsActive_;                //!< @see isPhysicsActive
428            bool                         bPhysicsActiveSynchronised_;    //!< Network synchronised variable for bPhysicsActive_
429            //! When attaching objects hierarchically this variable tells this object (as child) whether physics was activated before attaching (because the deactivate physics while being attached).
430            bool                         bPhysicsActiveBeforeAttaching_;
431            WorldEntityCollisionShape*   collisionShape_;                //!< Attached collision shapes go here
432            btScalar                     mass_;                          //!< @see setMass
433            btVector3                    localInertia_;                  //!< @see getLocalInertia
434            btScalar                     restitution_;                   //!< @see setRestitution
435            btScalar                     angularFactor_;                 //!< @see setAngularFactor
436            btScalar                     linearDamping_;                 //!< @see setLinearDamping
437            btScalar                     angularDamping_;                //!< @see setAngularDamping
438            btScalar                     friction_;                      //!< @see setFriction
439            btScalar                     childrenMass_;                  //!< Sum of all the children's masses
440            bool                         bCollisionCallbackActive_;      //!< @see enableCollisionCallback
441            bool                         bCollisionResponseActive_;      //!< Tells whether the object should respond to collisions
442    };
443
444    // Inline heavily used functions for release builds. In debug, we better avoid including OgreSceneNode here.
445#ifdef NDEBUG
446    inline const Vector3& WorldEntity::getPosition() const
447        { return this->node_->getPosition(); }
448    inline const Quaternion& WorldEntity::getOrientation() const
449        { return this->node_->getOrientation(); }
450    inline const Vector3& WorldEntity::getScale3D(void) const
451        { return this->node_->getScale(); }
452#endif
453
454    SUPER_FUNCTION(5, WorldEntity, changedScale, false);
455}
456
457#endif /* _WorldEntity_H__ */
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