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 | * Martin Stypinski |
---|
26 | * |
---|
27 | */ |
---|
28 | |
---|
29 | #include "OrxonoxStableHeaders.h" |
---|
30 | #include "MovableEntity.h" |
---|
31 | |
---|
32 | #include "util/Exception.h" |
---|
33 | #include "core/CoreIncludes.h" |
---|
34 | #include "core/XMLPort.h" |
---|
35 | |
---|
36 | #include "objects/Scene.h" |
---|
37 | |
---|
38 | namespace orxonox |
---|
39 | { |
---|
40 | MovableEntity::MovableEntity(BaseObject* creator) : WorldEntity(creator) |
---|
41 | { |
---|
42 | RegisterObject(MovableEntity); |
---|
43 | |
---|
44 | this->registerVariables(); |
---|
45 | } |
---|
46 | |
---|
47 | MovableEntity::~MovableEntity() |
---|
48 | { |
---|
49 | } |
---|
50 | |
---|
51 | void MovableEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
---|
52 | { |
---|
53 | SUPER(MovableEntity, XMLPort, xmlelement, mode); |
---|
54 | } |
---|
55 | |
---|
56 | void MovableEntity::registerVariables() |
---|
57 | { |
---|
58 | } |
---|
59 | |
---|
60 | //void MovableEntity::setPosition(const Vector3& position) |
---|
61 | //{ |
---|
62 | // //if (isDynamic() && bAddedToPhysicalWorld_) |
---|
63 | // //{ |
---|
64 | // // this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_); |
---|
65 | // // this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_); |
---|
66 | // //} |
---|
67 | // this->node_->setPosition(position); |
---|
68 | // positionChanged(); |
---|
69 | //} |
---|
70 | |
---|
71 | //void MovableEntity::translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo) |
---|
72 | //{ |
---|
73 | // //if (isDynamic() && bAddedToPhysicalWorld_) |
---|
74 | // //{ |
---|
75 | // // this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_); |
---|
76 | // // this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_); |
---|
77 | // //} |
---|
78 | // this->node_->translate(distance, relativeTo); |
---|
79 | // positionChanged(); |
---|
80 | //} |
---|
81 | |
---|
82 | //void MovableEntity::setOrientation(const Quaternion& orientation) |
---|
83 | //{ |
---|
84 | // //if (isDynamic() && bAddedToPhysicalWorld_) |
---|
85 | // //{ |
---|
86 | // // this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_); |
---|
87 | // // this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_); |
---|
88 | // //} |
---|
89 | // this->node_->setOrientation(orientation); |
---|
90 | // orientationChanged(); |
---|
91 | //} |
---|
92 | |
---|
93 | //void MovableEntity::rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo) |
---|
94 | //{ |
---|
95 | // //if (isDynamic() && bAddedToPhysicalWorld_) |
---|
96 | // //{ |
---|
97 | // // this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_); |
---|
98 | // // this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_); |
---|
99 | // //} |
---|
100 | // this->node_->rotate(rotation, relativeTo); |
---|
101 | // orientationChanged(); |
---|
102 | //} |
---|
103 | |
---|
104 | //void MovableEntity::yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo) |
---|
105 | //{ |
---|
106 | // //if (isDynamic() && bAddedToPhysicalWorld_) |
---|
107 | // //{ |
---|
108 | // // this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_); |
---|
109 | // // this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_); |
---|
110 | // //} |
---|
111 | // this->node_->yaw(angle, relativeTo); |
---|
112 | // orientationChanged(); |
---|
113 | //} |
---|
114 | |
---|
115 | //void MovableEntity::pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo) |
---|
116 | //{ |
---|
117 | // //if (isDynamic() && bAddedToPhysicalWorld_) |
---|
118 | // //{ |
---|
119 | // // this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_); |
---|
120 | // // this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_); |
---|
121 | // //} |
---|
122 | // this->node_->pitch(angle, relativeTo); |
---|
123 | // orientationChanged(); |
---|
124 | //} |
---|
125 | |
---|
126 | //void MovableEntity::roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo) |
---|
127 | //{ |
---|
128 | // //if (isDynamic() && bAddedToPhysicalWorld_) |
---|
129 | // //{ |
---|
130 | // // this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_); |
---|
131 | // // this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_); |
---|
132 | // //} |
---|
133 | // this->node_->roll(angle, relativeTo); |
---|
134 | // orientationChanged(); |
---|
135 | //} |
---|
136 | |
---|
137 | //void MovableEntity::lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo, const Vector3& localDirectionVector) |
---|
138 | //{ |
---|
139 | // //if (isDynamic() && bAddedToPhysicalWorld_) |
---|
140 | // //{ |
---|
141 | // // this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_); |
---|
142 | // // this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_); |
---|
143 | // //} |
---|
144 | // this->node_->lookAt(target, relativeTo, localDirectionVector); |
---|
145 | // orientationChanged(); |
---|
146 | //} |
---|
147 | |
---|
148 | //void MovableEntity::setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo, const Vector3& localDirectionVector) |
---|
149 | //{ |
---|
150 | // //if (isDynamic() && bAddedToPhysicalWorld_) |
---|
151 | // //{ |
---|
152 | // // this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_); |
---|
153 | // // this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_); |
---|
154 | // //} |
---|
155 | // this->node_->setDirection(direction, relativeTo, localDirectionVector); |
---|
156 | // orientationChanged(); |
---|
157 | //} |
---|
158 | |
---|
159 | void MovableEntity::setPosition(const Vector3& position) |
---|
160 | { |
---|
161 | if (this->isDynamic()) |
---|
162 | { |
---|
163 | btTransform transf = this->physicalBody_->getWorldTransform(); |
---|
164 | transf.setOrigin(btVector3(position.x, position.y, position.z)); |
---|
165 | this->physicalBody_->setWorldTransform(transf); |
---|
166 | } |
---|
167 | else |
---|
168 | { |
---|
169 | // no physics, we do it ourselves |
---|
170 | this->node_->setPosition(position); |
---|
171 | } |
---|
172 | } |
---|
173 | |
---|
174 | void MovableEntity::translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo) |
---|
175 | { |
---|
176 | if (this->isDynamic()) |
---|
177 | { |
---|
178 | OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot translate physical object relative \ |
---|
179 | to any other space than TS_LOCAL."); |
---|
180 | this->physicalBody_->translate(btVector3(distance.x, distance.y, distance.z)); |
---|
181 | } |
---|
182 | else |
---|
183 | { |
---|
184 | // no physics, we do it ourselves |
---|
185 | this->node_->translate(distance, relativeTo); |
---|
186 | } |
---|
187 | } |
---|
188 | |
---|
189 | void MovableEntity::setOrientation(const Quaternion& orientation) |
---|
190 | { |
---|
191 | if (this->isDynamic()) |
---|
192 | { |
---|
193 | btTransform transf = this->physicalBody_->getWorldTransform(); |
---|
194 | transf.setRotation(btQuaternion(orientation.w, orientation.x, orientation.y, orientation.z)); |
---|
195 | this->physicalBody_->setWorldTransform(transf); |
---|
196 | } |
---|
197 | else |
---|
198 | { |
---|
199 | // no physics, we do it ourselves |
---|
200 | this->node_->setOrientation(orientation); |
---|
201 | } |
---|
202 | } |
---|
203 | |
---|
204 | void MovableEntity::rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo) |
---|
205 | { |
---|
206 | if (this->isDynamic()) |
---|
207 | { |
---|
208 | OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot rotate physical object relative \ |
---|
209 | to any other space than TS_LOCAL."); |
---|
210 | btTransform transf = this->physicalBody_->getWorldTransform(); |
---|
211 | this->physicalBody_->setWorldTransform(transf * btTransform(btQuaternion(rotation.w, rotation.x, rotation.y, rotation.z))); |
---|
212 | } |
---|
213 | else |
---|
214 | { |
---|
215 | // no physics, we do it ourselves |
---|
216 | this->node_->rotate(rotation, relativeTo); |
---|
217 | } |
---|
218 | } |
---|
219 | |
---|
220 | void MovableEntity::yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo) |
---|
221 | { |
---|
222 | if (this->isDynamic()) |
---|
223 | { |
---|
224 | OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot yaw physical object relative \ |
---|
225 | to any other space than TS_LOCAL."); |
---|
226 | btTransform transf = this->physicalBody_->getWorldTransform(); |
---|
227 | btTransform rotation(btQuaternion(angle.valueRadians(), 0.0f, 0.0f)); |
---|
228 | this->physicalBody_->setWorldTransform(transf * rotation); |
---|
229 | } |
---|
230 | else |
---|
231 | { |
---|
232 | // no physics, we do it ourselves |
---|
233 | this->node_->yaw(angle, relativeTo); |
---|
234 | } |
---|
235 | } |
---|
236 | |
---|
237 | void MovableEntity::pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo) |
---|
238 | { |
---|
239 | if (this->isDynamic()) |
---|
240 | { |
---|
241 | OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot pitch physical object relative \ |
---|
242 | to any other space than TS_LOCAL."); |
---|
243 | btTransform transf = this->physicalBody_->getWorldTransform(); |
---|
244 | btTransform rotation(btQuaternion(0.0f, angle.valueRadians(), 0.0f)); |
---|
245 | this->physicalBody_->setWorldTransform(transf * rotation); |
---|
246 | } |
---|
247 | else |
---|
248 | { |
---|
249 | // no physics, we do it ourselves |
---|
250 | this->node_->pitch(angle, relativeTo); |
---|
251 | } |
---|
252 | } |
---|
253 | |
---|
254 | void MovableEntity::roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo) |
---|
255 | { |
---|
256 | if (this->isDynamic()) |
---|
257 | { |
---|
258 | OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot roll physical object relative \ |
---|
259 | to any other space than TS_LOCAL."); |
---|
260 | btTransform transf = this->physicalBody_->getWorldTransform(); |
---|
261 | btTransform rotation(btQuaternion(angle.valueRadians(), 0.0f, 0.0f)); |
---|
262 | this->physicalBody_->setWorldTransform(transf * rotation); |
---|
263 | } |
---|
264 | else |
---|
265 | { |
---|
266 | // no physics, we do it ourselves |
---|
267 | this->node_->roll(angle, relativeTo); |
---|
268 | } |
---|
269 | } |
---|
270 | |
---|
271 | void MovableEntity::lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo, const Vector3& localDirectionVector) |
---|
272 | { |
---|
273 | if (this->isDynamic()) |
---|
274 | { |
---|
275 | ThrowException(NotImplemented, "ControllableEntity::lookAt() is not yet supported for physical objects."); |
---|
276 | OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot align physical object relative \ |
---|
277 | to any other space than TS_LOCAL."); |
---|
278 | //btTransform transf = this->physicalBody_->getWorldTransform(); |
---|
279 | //this->physicalBody_->setWorldTransform(transf); |
---|
280 | } |
---|
281 | else |
---|
282 | { |
---|
283 | // no physics, we do it ourselves |
---|
284 | this->node_->lookAt(target, relativeTo, localDirectionVector); |
---|
285 | } |
---|
286 | } |
---|
287 | |
---|
288 | void MovableEntity::setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo, const Vector3& localDirectionVector) |
---|
289 | { |
---|
290 | if (this->isDynamic()) |
---|
291 | { |
---|
292 | ThrowException(NotImplemented, "ControllableEntity::lookAt() is not yet supported for physical objects."); |
---|
293 | OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot align physical object relative \ |
---|
294 | to any other space than TS_LOCAL."); |
---|
295 | //btTransform transf = this->physicalBody_->getWorldTransform(); |
---|
296 | //this->physicalBody_->setWorldTransform(transf); |
---|
297 | } |
---|
298 | else |
---|
299 | { |
---|
300 | // no physics, we do it ourselves |
---|
301 | this->node_->setDirection(direction, relativeTo, localDirectionVector); |
---|
302 | } |
---|
303 | } |
---|
304 | |
---|
305 | void MovableEntity::setWorldTransform(const btTransform& worldTrans) |
---|
306 | { |
---|
307 | // We use a dynamic body. So we translate our node accordingly. |
---|
308 | this->node_->setPosition(Vector3(worldTrans.getOrigin().x(), worldTrans.getOrigin().y(), worldTrans.getOrigin().z())); |
---|
309 | this->node_->setOrientation(Quaternion(worldTrans.getRotation().w(), worldTrans.getRotation().x(), worldTrans.getRotation().y(), worldTrans.getRotation().z())); |
---|
310 | const btVector3& velocity = this->physicalBody_->getLinearVelocity(); |
---|
311 | internalSetVelocity(Vector3(velocity.x(), velocity.y(), velocity.z())); |
---|
312 | positionChanged(); |
---|
313 | orientationChanged(); |
---|
314 | } |
---|
315 | |
---|
316 | void MovableEntity::getWorldTransform(btTransform& worldTrans) const |
---|
317 | { |
---|
318 | // We use a kinematic body |
---|
319 | worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z)); |
---|
320 | worldTrans.setRotation(btQuaternion(node_->getOrientation().w, node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z)); |
---|
321 | } |
---|
322 | } |
---|