Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/physics/src/orxonox/objects/worldentities/MovableEntity.cc @ 2407

Last change on this file since 2407 was 2407, checked in by rgrieder, 15 years ago
  • Removed debug output
  • Fixed a bug with parentID_ in CollisionShape
  • Reactivated overwrite mechanism in ControllableEntity
  • Build fix in WE for last commit.
  • Property svn:eol-style set to native
File size: 12.5 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 *      Reto Grieder
24 *   Co-authors:
25 *      Martin Stypinski
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "MovableEntity.h"
31
32#include "BulletDynamics/Dynamics/btRigidBody.h"
33
34#include "util/Debug.h"
35#include "util/MathConvert.h"
36#include "util/Exception.h"
37#include "core/CoreIncludes.h"
38#include "core/XMLPort.h"
39
40#include "objects/Scene.h"
41
42namespace orxonox
43{
44    MovableEntity::MovableEntity(BaseObject* creator) : WorldEntity(creator)
45    {
46        RegisterObject(MovableEntity);
47
48        this->linearAcceleration_  = Vector3::ZERO;
49        this->linearVelocity_      = Vector3::ZERO;
50        this->angularAcceleration_ = Vector3::ZERO;
51        this->angularVelocity_     = Vector3::ZERO;
52
53        this->registerVariables();
54    }
55
56    MovableEntity::~MovableEntity()
57    {
58    }
59
60    void MovableEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
61    {
62        SUPER(MovableEntity, XMLPort, xmlelement, mode);
63
64        XMLPortParamTemplate(MovableEntity, "velocity",     setVelocity,     getVelocity,     xmlelement, mode, const Vector3&);
65        XMLPortParamTemplate(MovableEntity, "rotationaxis", setRotationAxis, getRotationAxis, xmlelement, mode, const Vector3&);
66        XMLPortParam(MovableEntity, "rotationrate", setRotationRate, getRotationRate, xmlelement, mode);
67    }
68
69    void MovableEntity::registerVariables()
70    {
71    }
72
73    void MovableEntity::tick(float dt)
74    {
75        if (this->isActive())
76        {
77            // Check whether Bullet doesn't do the physics for us
78            if (!this->isDynamic())
79            {
80                // Linear part
81                this->linearVelocity_.x += this->linearAcceleration_.x * dt;
82                this->linearVelocity_.y += this->linearAcceleration_.y * dt;
83                this->linearVelocity_.z += this->linearAcceleration_.z * dt;
84                linearVelocityChanged(true);
85                this->node_->translate(this->linearVelocity_ * dt);
86                positionChanged(true);
87
88                // Angular part
89                // Note: angularVelocity_ is a Quaternion with w = 0 while angularAcceleration_ is a Vector3
90                this->angularVelocity_.x += angularAcceleration_.x * dt;
91                this->angularVelocity_.y += angularAcceleration_.y * dt;
92                this->angularVelocity_.z += angularAcceleration_.z * dt;
93                angularVelocityChanged(true);
94                // Calculate new orientation with quaternion derivative. This is about 30% faster than with angle/axis method.
95                float mult = dt * 0.5;
96                // TODO: this could be optimized by writing it out. The calls currently create 4 new Quaternions!
97                Quaternion newOrientation(0.0f, this->angularVelocity_.x * mult, this->angularVelocity_.y * mult, this->angularVelocity_.z * mult);
98                newOrientation = this->node_->getOrientation() + newOrientation * this->node_->getOrientation();
99                newOrientation.normalise();
100                this->node_->setOrientation(newOrientation);
101                orientationChanged(true);
102            }
103        }
104    }
105
106    void MovableEntity::setPosition(const Vector3& position)
107    {
108        if (this->isDynamic())
109        {
110            btTransform transf = this->physicalBody_->getWorldTransform();
111            transf.setOrigin(btVector3(position.x, position.y, position.z));
112            this->physicalBody_->setWorldTransform(transf);
113        }
114
115        this->node_->setPosition(position);
116        positionChanged(false);
117    }
118
119    void MovableEntity::translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo)
120    {
121        if (this->isDynamic())
122        {
123            OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot translate physical object relative \
124                                                          to any other space than TS_LOCAL.");
125            this->physicalBody_->translate(btVector3(distance.x, distance.y, distance.z));
126        }
127
128        this->node_->translate(distance, relativeTo);
129        positionChanged(false);
130    }
131
132    void MovableEntity::setOrientation(const Quaternion& orientation)
133    {
134        if (this->isDynamic())
135        {
136            btTransform transf = this->physicalBody_->getWorldTransform();
137            transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w));
138            this->physicalBody_->setWorldTransform(transf);
139        }
140
141        this->node_->setOrientation(orientation);
142        orientationChanged(false);
143    }
144
145    void MovableEntity::rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo)
146    {
147        if (this->isDynamic())
148        {
149            OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot rotate physical object relative \
150                                                          to any other space than TS_LOCAL.");
151            btTransform transf = this->physicalBody_->getWorldTransform();
152            this->physicalBody_->setWorldTransform(transf * btTransform(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w)));
153        }
154
155        this->node_->rotate(rotation, relativeTo);
156        orientationChanged(false);
157    }
158
159    void MovableEntity::yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo)
160    {
161        if (this->isDynamic())
162        {
163            OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot yaw physical object relative \
164                                                          to any other space than TS_LOCAL.");
165            btTransform transf = this->physicalBody_->getWorldTransform();
166            btTransform rotation(btQuaternion(angle.valueRadians(), 0.0f, 0.0f));
167            this->physicalBody_->setWorldTransform(transf * rotation);
168        }
169
170        this->node_->yaw(angle, relativeTo);
171        orientationChanged(false);
172    }
173
174    void MovableEntity::pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo)
175    {
176        if (this->isDynamic())
177        {
178            OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot pitch physical object relative \
179                                                          to any other space than TS_LOCAL.");
180            btTransform transf = this->physicalBody_->getWorldTransform();
181            btTransform rotation(btQuaternion(0.0f, angle.valueRadians(), 0.0f));
182            this->physicalBody_->setWorldTransform(transf * rotation);
183        }
184
185        this->node_->pitch(angle, relativeTo);
186        orientationChanged(false);
187    }
188
189    void MovableEntity::roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo)
190    {
191        if (this->isDynamic())
192        {
193            OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot roll physical object relative \
194                                                          to any other space than TS_LOCAL.");
195            btTransform transf = this->physicalBody_->getWorldTransform();
196            btTransform rotation(btQuaternion(angle.valueRadians(), 0.0f, 0.0f));
197            this->physicalBody_->setWorldTransform(transf * rotation);
198        }
199
200        this->node_->roll(angle, relativeTo);
201        orientationChanged(false);
202    }
203
204    void MovableEntity::lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo, const Vector3& localDirectionVector)
205    {
206        if (this->isDynamic())
207        {
208            ThrowException(NotImplemented, "ControllableEntity::lookAt() is not yet supported for physical objects.");
209            OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot align physical object relative \
210                                                          to any other space than TS_LOCAL.");
211        }
212
213        this->node_->lookAt(target, relativeTo, localDirectionVector);
214        orientationChanged(false);
215    }
216
217    void MovableEntity::setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo, const Vector3& localDirectionVector)
218    {
219        if (this->isDynamic())
220        {
221            ThrowException(NotImplemented, "ControllableEntity::setDirection() is not yet supported for physical objects.");
222            OrxAssert(relativeTo == Ogre::Node::TS_LOCAL, "Cannot align physical object relative \
223                                                          to any other space than TS_LOCAL.");
224        }
225
226        this->node_->setDirection(direction, relativeTo, localDirectionVector);
227        orientationChanged(false);
228    }
229
230    void MovableEntity::setVelocity(const Vector3& velocity)
231    {
232        if (this->isDynamic())
233            this->physicalBody_->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z));
234
235        this->linearVelocity_ = velocity;
236        linearVelocityChanged(false);
237    }
238
239    void MovableEntity::setAngularVelocity(const Vector3& velocity)
240    {
241        if (this->isDynamic())
242            this->physicalBody_->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z));
243
244        this->angularVelocity_ = velocity;
245        angularVelocityChanged(false);
246    }
247
248    void MovableEntity::setAcceleration(const Vector3& acceleration)
249    {
250        if (this->isDynamic())
251            this->physicalBody_->applyCentralForce(btVector3(acceleration.x * this->getMass(), acceleration.y * this->getMass(), acceleration.z * this->getMass()));
252
253        this->linearAcceleration_ = acceleration;
254    }
255
256    void MovableEntity::setAngularAcceleration(const Vector3& acceleration)
257    {
258        if (this->isDynamic())
259        {
260            btVector3 inertia(btVector3(1, 1, 1) / this->physicalBody_->getInvInertiaDiagLocal());
261            this->physicalBody_->applyTorque(btVector3(acceleration.x, acceleration.y, acceleration.z) * inertia);
262        }
263
264        this->angularAcceleration_ = acceleration;
265    }
266
267    bool MovableEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const
268    {
269        if (type == WorldEntity::Static)
270        {
271            ThrowException(PhysicsViolation, "Cannot tell a MovableEntity to have static collision type");
272            return false;
273        }
274        else
275            return true;
276    }
277
278    void MovableEntity::setWorldTransform(const btTransform& worldTrans)
279    {
280        // We use a dynamic body. So we translate our node accordingly.
281        this->node_->setPosition(Vector3(worldTrans.getOrigin().x(), worldTrans.getOrigin().y(), worldTrans.getOrigin().z()));
282        this->node_->setOrientation(Quaternion(worldTrans.getRotation().w(), worldTrans.getRotation().x(), worldTrans.getRotation().y(), worldTrans.getRotation().z()));
283        this->linearVelocity_.x = this->physicalBody_->getLinearVelocity().x();
284        this->linearVelocity_.y = this->physicalBody_->getLinearVelocity().y();
285        this->linearVelocity_.z = this->physicalBody_->getLinearVelocity().z();
286        this->angularVelocity_.x = this->physicalBody_->getAngularVelocity().x();
287        this->angularVelocity_.y = this->physicalBody_->getAngularVelocity().y();
288        this->angularVelocity_.z = this->physicalBody_->getAngularVelocity().z();
289        linearVelocityChanged(true);
290        angularVelocityChanged(true);
291        positionChanged(true);
292        orientationChanged(true);
293    }
294
295    void MovableEntity::getWorldTransform(btTransform& worldTrans) const
296    {
297        // We use a kinematic body
298        worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z));
299        worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w));
300        if (this->isDynamic())
301        {
302            // This function gets called only once for dynamic objects to set the initial conditions
303            // We have to set the velocities too.
304            this->physicalBody_->setLinearVelocity(btVector3(linearVelocity_.x, linearVelocity_.y, linearVelocity_.z));
305            this->physicalBody_->setAngularVelocity(btVector3(angularVelocity_.x, angularVelocity_.y, angularVelocity_.z));
306        }
307    }
308}
Note: See TracBrowser for help on using the repository browser.