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source: code/branches/physics/src/orxonox/objects/worldentities/WorldEntity.cc @ 2188

Last change on this file since 2188 was 2178, checked in by rgrieder, 16 years ago
  • Added first basic construct of object hierarchy with physics.
  • Added a few bullet classes to OrxonoxPrereqs.h
  • Added bullet header files to the msvc projects.

No Implementation at all yet, but the game still compiles and runs. Please update the media repository.

  • Property svn:eol-style set to native
File size: 7.4 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 "WorldEntity.h"
31
32#include <cassert>
33#include <OgreSceneManager.h>
34#include "BulletCollision/CollisionShapes/btSphereShape.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38#include "util/Convert.h"
39
40#include "objects/Scene.h"
41
42namespace orxonox
43{
44    const Vector3 WorldEntity::FRONT = Vector3::NEGATIVE_UNIT_Z;
45    const Vector3 WorldEntity::BACK  = Vector3::UNIT_Z;
46    const Vector3 WorldEntity::LEFT  = Vector3::NEGATIVE_UNIT_X;
47    const Vector3 WorldEntity::RIGHT = Vector3::UNIT_X;
48    const Vector3 WorldEntity::DOWN  = Vector3::NEGATIVE_UNIT_Y;
49    const Vector3 WorldEntity::UP    = Vector3::UNIT_Y;
50
51    WorldEntity::WorldEntity(BaseObject* creator) : BaseObject(creator), network::Synchronisable(creator)
52    {
53        RegisterObject(WorldEntity);
54
55        assert(this->getScene());
56        assert(this->getScene()->getRootSceneNode());
57
58        this->node_ = this->getScene()->getRootSceneNode()->createChildSceneNode();
59
60        this->parent_ = 0;
61        this->parentID_ = (unsigned int)-1;
62
63        this->node_->setPosition(Vector3::ZERO);
64        this->node_->setOrientation(Quaternion::IDENTITY);
65
66        // Default behaviour does not include physics
67        this->bAddedToPhysicalWorld_ = false;
68        this->physicalBody_ = 0;
69
70        this->registerVariables();
71    }
72
73    WorldEntity::~WorldEntity()
74    {
75        if (this->isInitialized())
76        {
77            this->node_->detachAllObjects();
78            if (this->getScene()->getSceneManager())
79                this->getScene()->getSceneManager()->destroySceneNode(this->node_->getName());
80           
81            // Physics is not guaranteed, so check first
82            if (this->physicalBody_)
83            {
84                if (this->bAddedToPhysicalWorld_)
85                    this->getScene()->getPhysicalWorld()->removeRigidBody(this->physicalBody_);
86                if (this->physicalBody_->getCollisionShape())
87                    delete this->physicalBody_->getCollisionShape();
88                delete this->physicalBody_;
89            }
90        }
91    }
92
93    void WorldEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
94    {
95        SUPER(WorldEntity, XMLPort, xmlelement, mode);
96
97        XMLPortParamTemplate(WorldEntity, "position", setPosition, getPosition, xmlelement, mode, const Vector3&);
98        XMLPortParamTemplate(WorldEntity, "orientation", setOrientation, getOrientation, xmlelement, mode, const Quaternion&);
99        XMLPortParamLoadOnly(WorldEntity, "lookat", lookAt_xmlport, xmlelement, mode);
100        XMLPortParamLoadOnly(WorldEntity, "direction", setDirection_xmlport, xmlelement, mode);
101        XMLPortParamLoadOnly(WorldEntity, "yaw", yaw_xmlport, xmlelement, mode);
102        XMLPortParamLoadOnly(WorldEntity, "pitch", pitch_xmlport, xmlelement, mode);
103        XMLPortParamLoadOnly(WorldEntity, "roll", roll_xmlport, xmlelement, mode);
104        XMLPortParamTemplate(WorldEntity, "scale3D", setScale3D, getScale3D, xmlelement, mode, const Vector3&);
105        XMLPortParam(WorldEntity, "scale", setScale, getScale, xmlelement, mode);
106        XMLPortParam(WorldEntity, "collisionRadius", setcollisionRadius, getcollisionRadius, xmlelement, mode);
107
108        XMLPortObject(WorldEntity, WorldEntity, "attached", attach, getAttachedObject, xmlelement, mode);
109    }
110
111    void WorldEntity::registerVariables()
112    {
113        REGISTERDATA(this->bActive_,  network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::changedActivity));
114        REGISTERDATA(this->bVisible_, network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::changedVisibility));
115
116        REGISTERDATA(this->getScale3D().x, network::direction::toclient);
117        REGISTERDATA(this->getScale3D().y, network::direction::toclient);
118        REGISTERDATA(this->getScale3D().z, network::direction::toclient);
119
120        REGISTERDATA(this->parentID_, network::direction::toclient, new network::NetworkCallback<WorldEntity>(this, &WorldEntity::updateParent));
121    }
122
123    void WorldEntity::updateParent()
124    {
125        WorldEntity* parent = dynamic_cast<WorldEntity*>(Synchronisable::getSynchronisable(this->parentID_));
126        if (parent)
127            this->attachToParent(parent);
128    }
129
130    void WorldEntity::attach(WorldEntity* object)
131    {
132        if (object->getParent())
133            object->detachFromParent();
134        else
135        {
136            Ogre::Node* parent = object->node_->getParent();
137            if (parent)
138                parent->removeChild(object->node_);
139        }
140
141        this->node_->addChild(object->node_);
142        this->children_.insert(object);
143        object->parent_ = this;
144        object->parentID_ = this->getObjectID();
145
146        // Do the physical connection if required
147        this->attachPhysicalObject(object);
148    }
149
150    void WorldEntity::detach(WorldEntity* object)
151    {
152        this->node_->removeChild(object->node_);
153        this->children_.erase(object);
154        object->parent_ = 0;
155        object->parentID_ = (unsigned int)-1;
156
157//        this->getScene()->getRootSceneNode()->addChild(object->node_);
158    }
159
160    WorldEntity* WorldEntity::getAttachedObject(unsigned int index) const
161    {
162        unsigned int i = 0;
163        for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it)
164        {
165            if (i == index)
166                return (*it);
167            ++i;
168        }
169        return 0;
170    }
171
172    void WorldEntity::createPhysicalBody()
173    {
174        // Note: The motion state will be configured in a derived class.
175        btRigidBody::btRigidBodyConstructionInfo bodyConstructionInfo(0, this, 0, btVector3(0,0,0));
176        this->physicalBody_ = new btRigidBody(bodyConstructionInfo);
177        this->getScene()->getPhysicalWorld()->addRigidBody(this->physicalBody_);
178        this->bAddedToPhysicalWorld_ = true;
179    }
180
181    void WorldEntity::setcollisionRadius(float radius)
182    {
183        if (!this->physicalBody_)
184            createPhysicalBody();
185
186        // destroy old onw first
187        btCollisionShape* oldShape = this->physicalBody_->getCollisionShape();
188        if (oldShape)
189            delete oldShape;
190
191        this->physicalBody_->setCollisionShape(new btSphereShape(btScalar(radius)));
192    }
193
194    float WorldEntity::getcollisionRadius()
195    {
196        if (this->physicalBody_)
197        {
198            btSphereShape* sphere = dynamic_cast<btSphereShape*>(this->physicalBody_->getCollisionShape());
199            if (sphere)
200                return (float)sphere->getRadius();
201        }
202        return 0.0f;
203    }
204}
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