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source: code/branches/physics/src/orxonox/objects/worldentities/LinearEntity.cc @ 2297

Last change on this file since 2297 was 2292, checked in by rgrieder, 17 years ago

Finally managed to work out some physics. According to my tests, collisions with simple spheres should work with dynamic/kinematic/static objects. There are currently only a limited number of XML parameters, but we're surely going to extend that. Furthermore there is some more thinking to be done concerning changes of btRigidBody properties when it's already added to the world.

  • Property svn:eol-style set to native
File size: 4.9 KB
Line 
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 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "LinearEntity.h"
31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34#include "core/Executor.h"
35#include "tools/Timer.h"
36
37namespace orxonox
38{
39    static const float MAX_RESYNCHRONIZE_TIME = 3.0f;
40
41    CreateFactory(LinearEntity);
42
43    LinearEntity::LinearEntity(BaseObject* creator) : MovableEntity(creator)
44    {
45        RegisterObject(LinearEntity);
46
47        this->velocity_ = Vector3::ZERO;
48        this->acceleration_ = Vector3::ZERO;
49        this->rotationAxis_ = Vector3::ZERO;
50        this->rotationRate_ = 0;
51        this->momentum_ = 0;
52
53        this->overwrite_position_ = Vector3::ZERO;
54        this->overwrite_orientation_ = Quaternion::IDENTITY;
55
56        this->registerVariables();
57    }
58
59    LinearEntity::~LinearEntity()
60    {
61    }
62
63    void LinearEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
64    {
65        SUPER(LinearEntity, XMLPort, xmlelement, mode);
66
67        XMLPortParamTemplate(LinearEntity, "velocity", setVelocity, getVelocity, xmlelement, mode, const Vector3&);
68        XMLPortParamTemplate(LinearEntity, "rotationaxis", setRotationAxis, getRotationAxis, xmlelement, mode, const Vector3&);
69        XMLPortParamTemplate(LinearEntity, "rotationrate", setRotationRate, getRotationRate, xmlelement, mode, const Degree&);
70    }
71
72    void LinearEntity::tick(float dt)
73    {
74        if (this->isActive())
75        {
76            if (!this->isDynamic())
77            {
78                // we have to do 'physics' ourselves.
79                this->velocity_ += (dt * this->acceleration_);
80                this->node_->translate(dt * this->velocity_);
81
82                this->rotationRate_ += (dt * this->momentum_);
83                this->node_->rotate(this->rotationAxis_, this->rotationRate_  * dt);
84            }
85        }
86    }
87
88    void LinearEntity::registerVariables()
89    {
90        REGISTERDATA(this->velocity_.x, network::direction::toclient);
91        REGISTERDATA(this->velocity_.y, network::direction::toclient);
92        REGISTERDATA(this->velocity_.z, network::direction::toclient);
93
94        REGISTERDATA(this->rotationAxis_.x, network::direction::toclient);
95        REGISTERDATA(this->rotationAxis_.y, network::direction::toclient);
96        REGISTERDATA(this->rotationAxis_.z, network::direction::toclient);
97
98        REGISTERDATA(this->rotationRate_, network::direction::toclient);
99
100        REGISTERDATA(this->overwrite_position_,    network::direction::toclient, new network::NetworkCallback<LinearEntity>(this, &LinearEntity::overwritePosition));
101        REGISTERDATA(this->overwrite_orientation_, network::direction::toclient, new network::NetworkCallback<LinearEntity>(this, &LinearEntity::overwriteOrientation));
102    }
103
104    void LinearEntity::overwritePosition()
105    {
106        this->node_->setPosition(this->overwrite_position_);
107    }
108
109    void LinearEntity::overwriteOrientation()
110    {
111        this->node_->setOrientation(this->overwrite_orientation_);
112    }
113
114    void LinearEntity::clientConnected(unsigned int clientID)
115    {
116        new Timer<LinearEntity>(rnd() * MAX_RESYNCHRONIZE_TIME, false, this, createExecutor(createFunctor(&LinearEntity::resynchronize)), true);
117    }
118
119    void LinearEntity::clientDisconnected(unsigned int clientID)
120    {
121    }
122
123    void LinearEntity::resynchronize()
124    {
125        this->overwrite_position_ = this->getPosition();
126        this->overwrite_orientation_ = this->getOrientation();
127    }
128
129    void LinearEntity::positionChanged()
130    {
131        this->overwrite_position_  = this->node_->getPosition();
132    }
133
134    void LinearEntity::orientationChanged()
135    {
136        this->overwrite_orientation_  = this->node_->getOrientation();
137    }
138
139    void LinearEntity::setVelocity(const Vector3& velocity)
140    {
141        if (!this->isDynamic())
142        {
143            // no physics, we do it ourselves
144            internalSetVelocity(velocity);
145        }
146        else
147        {
148            this->physicalBody_->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z));
149        }
150    }
151}
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