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source: code/branches/physics_merge/src/orxonox/objects/collisionshapes/CollisionShape.h @ 2452

Last change on this file since 2452 was 2452, checked in by rgrieder, 15 years ago

Minor changes and added localInertia_ to worldentity for faster access.

  • Property svn:eol-style set to native
File size: 3.3 KB
RevLine 
[2303]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:
[2304]23 *      Reto Grieder
[2303]24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _CollisionShape_H__
30#define _CollisionShape_H__
31
32#include "OrxonoxPrereqs.h"
33
[2374]34#include "util/Math.h"
35#include "core/BaseObject.h"
[2442]36#include "network/synchronisable/Synchronisable.h"
[2303]37
38namespace orxonox
39{
[2442]40    class _OrxonoxExport CollisionShape : public BaseObject, public Synchronisable
[2303]41    {
42        public:
43            CollisionShape(BaseObject* creator);
44            virtual ~CollisionShape();
45
46            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
[2374]47            void registerVariables();
[2303]48
[2374]49            inline void setPosition(const Vector3& position)
[2423]50                { this->position_ = position; this->updateParent(); }
[2374]51            inline const Vector3& getPosition() const
52                { return this->position_; }
[2303]53
[2374]54            inline void setOrientation(const Quaternion& orientation)
[2423]55                { this->orientation_ = orientation; this->updateParent(); }
[2374]56            inline const Quaternion& getOrientation() const
57                { return this->orientation_; }
[2303]58
[2423]59            void yaw(const Degree& angle)   { this->setOrientation(this->orientation_ * Quaternion(angle, Vector3::UNIT_Y)); }
60            void pitch(const Degree& angle) { this->setOrientation(this->orientation_ * Quaternion(angle, Vector3::UNIT_X)); }
61            void roll(const Degree& angle)  { this->setOrientation(this->orientation_ * Quaternion(angle, Vector3::UNIT_Z)); }
[2374]62
63            virtual void setScale3D(const Vector3& scale);
64            virtual void setScale(float scale);
65            inline const Vector3& getScale3D(void) const
66                { return this->scale_; }
67
[2452]68            void calculateLocalInertia(float mass, btVector3& inertia) const;
[2423]69
70            inline btCollisionShape* getCollisionShape() const
[2374]71                { return this->collisionShape_; }
72
73            bool hasTransform() const;
74
75            inline void setParent(CompoundCollisionShape* shape, unsigned int ID)
76                { this->parent_ = shape; this->parentID_ = ID; }
77
[2303]78        protected:
[2423]79            virtual void updateParent();
[2303]80
[2423]81            btCollisionShape*       collisionShape_;
82            CompoundCollisionShape* parent_;
83
[2303]84        private:
[2423]85            void parentChanged();
[2306]86
[2423]87            Vector3                 position_;
88            Quaternion              orientation_;
89            Vector3                 scale_;
90            unsigned int            parentID_;
[2303]91    };
92}
93
94#endif /* _CollisionShape_H__ */
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