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source: code/branches/physics/src/orxonox/objects/worldentities/MovableEntity.h @ 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: 5.3 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#ifndef _MovableEntity_H__
30#define _MovableEntity_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include "WorldEntity.h"
35#include "objects/Tickable.h"
36
37namespace orxonox
38{
39    class _OrxonoxExport MovableEntity : public WorldEntity, public Tickable
40    {
41        public:
42            MovableEntity(BaseObject* creator);
43            virtual ~MovableEntity();
44
45            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
46            virtual void tick(float dt);
47            void registerVariables();
48
49            using WorldEntity::setPosition;
50            using WorldEntity::translate;
51            using WorldEntity::setOrientation;
52            using WorldEntity::rotate;
53            using WorldEntity::yaw;
54            using WorldEntity::pitch;
55            using WorldEntity::roll;
56            using WorldEntity::lookAt;
57            using WorldEntity::setDirection;
58
59            void setPosition(const Vector3& position);
60            void translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
61            void setOrientation(const Quaternion& orientation);
62            void rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
63            void yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
64            void pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
65            void roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL);
66            void lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
67            void setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
68
69            void setVelocity(const Vector3& velocity);
70            inline void setVelocity(float x, float y, float z)
71                { this->setVelocity(Vector3(x, y, z)); }
72            inline const Vector3& getVelocity() const
73                { return this->linearVelocity_; }
74
75            void setAngularVelocity(const Vector3& velocity);
76            inline void setAngularVelocity(float x, float y, float z)
77                { this->setAngularVelocity(Vector3(x, y, z)); }
78            inline const Vector3& getAngularVelocity() const
79                { return this->linearAcceleration_; }
80
81            void setAcceleration(const Vector3& acceleration);
82            inline void setAcceleration(float x, float y, float z)
83                { this->setAcceleration(Vector3(x, y, z)); }
84            inline const Vector3& getAcceleration() const
85                { return this->linearAcceleration_; }
86
87            void setAngularAcceleration(const Vector3& acceleration);
88            inline void setAngularAcceleration(float x, float y, float z)
89                { this->setAngularAcceleration(Vector3(x, y, z)); }
90            inline const Vector3& getAngularAcceleration() const
91                { return this->angularAcceleration_; }
92
93            inline void setRotationRate(Degree rate)
94                { this->setAngularVelocity(this->getAngularVelocity().normalisedCopy() * rate.valueRadians()); }
95            inline Degree getRotationRate() const
96                { return Degree(this->getAngularVelocity().length()); }
97
98            inline void setRotationAxis(const Vector3& axis)
99                { this->setAngularVelocity(axis * this->getAngularVelocity().length()); }
100            inline Vector3 getRotationAxis() const
101                { return this->getAngularVelocity().normalisedCopy(); }
102
103        protected:
104            Vector3 linearAcceleration_;
105            Vector3 linearVelocity_;
106            Vector3 angularAcceleration_;
107            Vector3 angularVelocity_;
108
109        private:
110            virtual void positionChanged       (bool bContinuous) = 0;
111            virtual void orientationChanged    (bool bContinuous) = 0;
112            virtual void linearVelocityChanged (bool bContinuous) { }
113            virtual void angularVelocityChanged(bool bContinuous) { }
114
115            virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const;
116
117            // Bullet btMotionState related
118            void setWorldTransform(const btTransform& worldTrans);
119            void getWorldTransform(btTransform& worldTrans) const;
120    };
121}
122
123#endif /* _MovableEntity_H__ */
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