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source: code/branches/physics/src/orxonox/objects/worldentities/StaticEntity.h @ 2292

Last change on this file since 2292 was 2292, checked in by rgrieder, 15 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
  • Property svn:mergeinfo set to (toggle deleted branches)
    /code/branches/physics/src/orxonox/objects/worldentities/PositionableEntity.hmergedeligible
    /code/branches/ceguilua/src/orxonox/objects/worldentities/PositionableEntity.h1802-1808
    /code/branches/core3/src/orxonox/objects/worldentities/PositionableEntity.h1572-1739
    /code/branches/gcc43/src/orxonox/objects/worldentities/PositionableEntity.h1580
    /code/branches/gui/src/orxonox/objects/worldentities/PositionableEntity.h1635-1723
    /code/branches/input/src/orxonox/objects/worldentities/PositionableEntity.h1629-1636
    /code/branches/objecthierarchy/src/orxonox/objects/worldentities/PositionableEntity.h1911-2085,​2100
    /code/branches/pickups/src/orxonox/objects/worldentities/PositionableEntity.h1926-2086
    /code/branches/questsystem/src/orxonox/objects/worldentities/PositionableEntity.h1894-2088
    /code/branches/script_trigger/src/orxonox/objects/worldentities/PositionableEntity.h1295-1953,​1955
    /code/branches/weapon/src/orxonox/objects/worldentities/PositionableEntity.h1925-2094
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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 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _StaticEntity_H__
30#define _StaticEntity_H__
31
32#include "OrxonoxPrereqs.h"
33#include "WorldEntity.h"
34
35namespace orxonox
36{
37    class _OrxonoxExport StaticEntity : public WorldEntity
38    {
39        public:
40            StaticEntity(BaseObject* creator);
41            virtual ~StaticEntity();
42
43            void registerVariables();
44
45            using WorldEntity::setPosition;
46            using WorldEntity::translate;
47            using WorldEntity::setOrientation;
48            using WorldEntity::rotate;
49            using WorldEntity::yaw;
50            using WorldEntity::pitch;
51            using WorldEntity::roll;
52            using WorldEntity::lookAt;
53            using WorldEntity::setDirection;
54
55            inline void setPosition(const Vector3& position)
56                { this->node_->setPosition(position); }
57            inline void translate(const Vector3& distance, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
58                { this->node_->translate(distance, relativeTo); }
59            inline void setOrientation(const Quaternion& orientation)
60                { this->node_->setOrientation(orientation); }
61            inline void rotate(const Quaternion& rotation, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
62                { this->node_->rotate(rotation, relativeTo); }
63            inline void yaw(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
64                { this->node_->yaw(angle, relativeTo); }
65            inline void pitch(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
66                { this->node_->pitch(angle, relativeTo); }
67            inline void roll(const Degree& angle, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL)
68                { this->node_->roll(angle, relativeTo); }
69            inline void lookAt(const Vector3& target, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
70                { this->node_->lookAt(target, relativeTo, localDirectionVector); }
71            inline void setDirection(const Vector3& direction, Ogre::Node::TransformSpace relativeTo = Ogre::Node::TS_LOCAL, const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z)
72                { this->node_->setDirection(direction, relativeTo, localDirectionVector); }
73
74        private:
75
76            void setCollisionType(CollisionType type);
77
78            // Bullet btMotionState related
79            void setWorldTransform(const btTransform& worldTrans);
80            void getWorldTransform(btTransform& worldTrans) const;
81    };
82}
83
84#endif /* _StaticEntity_H__ */
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