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source: code/branches/presentation/src/orxonox/objects/collisionshapes/CollisionShape.cc @ 2562

Last change on this file since 2562 was 2562, checked in by rgrieder, 15 years ago
  • Added WorldEntityCollisionShape to clarify when a CompoundCollisionShape belongs to a WE.
  • Also fixed problems with the synchronisation of the CollisionShape hierarchy.
  • Property svn:eol-style set to native
File size: 5.5 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 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "CollisionShape.h"
31
32#include "BulletCollision/CollisionShapes/btCollisionShape.h"
33
34#include "util/Exception.h"
35#include "core/CoreIncludes.h"
36#include "core/XMLPort.h"
37#include "tools/BulletConversions.h"
38
39#include "objects/worldentities/WorldEntity.h"
40#include "CompoundCollisionShape.h"
41#include "WorldEntityCollisionShape.h"
42
43namespace orxonox
44{
45    CollisionShape::CollisionShape(BaseObject* creator)
46        : BaseObject(creator)
47        , Synchronisable(creator)
48    {
49        RegisterObject(CollisionShape);
50
51        this->parent_ = 0;
52        this->parentID_ = OBJECTID_UNKNOWN;
53        this->collisionShape_ = 0;
54        this->position_ = Vector3::ZERO;
55        this->orientation_ = Quaternion::IDENTITY;
56        this->scale_ = Vector3::UNIT_SCALE;
57
58        this->registerVariables();
59    }
60
61    CollisionShape::~CollisionShape()
62    {
63        // Detach from parent
64        if (this->isInitialized() && this->parent_)
65            this->parent_->detach(this);
66    }
67
68    void CollisionShape::XMLPort(Element& xmlelement, XMLPort::Mode mode)
69    {
70        SUPER(CollisionShape, XMLPort, xmlelement, mode);
71
72        XMLPortParamTemplate(CollisionShape, "position", setPosition, getPosition, xmlelement, mode, const Vector3&);
73        XMLPortParamTemplate(CollisionShape, "orientation", setOrientation, getOrientation, xmlelement, mode, const Quaternion&);
74        XMLPortParamTemplate(CollisionShape, "scale3D", setScale3D, getScale3D, xmlelement, mode, const Vector3&);
75        XMLPortParamLoadOnly(CollisionShape, "scale", setScale, xmlelement, mode);
76        XMLPortParamLoadOnly(CollisionShape, "yaw",   yaw,   xmlelement, mode);
77        XMLPortParamLoadOnly(CollisionShape, "pitch", pitch, xmlelement, mode);
78        XMLPortParamLoadOnly(CollisionShape, "roll",  roll,  xmlelement, mode);
79    }
80
81    void CollisionShape::registerVariables()
82    {
83        registerVariable(this->parentID_, variableDirection::toclient, new NetworkCallback<CollisionShape>(this, &CollisionShape::parentChanged));
84    }
85
86    void CollisionShape::parentChanged()
87    {
88        Synchronisable* parent = Synchronisable::getSynchronisable(this->parentID_);
89        // Parent can either be a WorldEntity or a CompoundCollisionShape. The reason is that the
90        // internal collision shape (which is compound) of a WE doesn't get synchronised.
91        CompoundCollisionShape* parentCCS = dynamic_cast<CompoundCollisionShape*>(parent);
92        if (parentCCS)
93            parentCCS->attach(this);
94        else
95        {
96            WorldEntity* parentWE = dynamic_cast<WorldEntity*>(parent);
97            if (parentWE)
98                parentWE->attachCollisionShape(this);
99        }
100    }
101
102    bool CollisionShape::notifyBeingAttached(CompoundCollisionShape* newParent)
103    {
104        if (this->parent_)
105            this->parent_->detach(this);
106
107        this->parent_ = newParent;
108
109        WorldEntityCollisionShape* parentWECCS = dynamic_cast<WorldEntityCollisionShape*>(newParent);
110        if (parentWECCS)
111            this->parentID_ = parentWECCS->getWorldEntityOwner()->getObjectID();
112        else
113            this->parentID_ = newParent->getObjectID();
114
115        return true;
116    }
117
118    void CollisionShape::notifyDetached()
119    {
120        this->parent_ = 0;
121        this->parentID_ = OBJECTID_UNKNOWN;
122    }
123
124    void CollisionShape::updateParent()
125    {
126        if (this->parent_)
127            this->parent_->updateAttachedShape(this);
128    }
129
130    bool CollisionShape::hasTransform() const
131    {
132        return (!this->position_.positionEquals(Vector3(0, 0, 0), 0.001) ||
133                !this->orientation_.equals(Quaternion(1,0,0,0), Degree(0.1)));
134    }
135
136    void CollisionShape::setScale3D(const Vector3& scale)
137    {
138        CCOUT(2) << "Warning: Cannot set the scale of a collision shape: Not yet implemented." << std::endl;
139    }
140
141    void CollisionShape::setScale(float scale)
142    {
143        CCOUT(2) << "Warning: Cannot set the scale of a collision shape: Not yet implemented." << std::endl;
144    }
145
146    void CollisionShape::updateShape()
147    {
148        btCollisionShape* oldShape = this->collisionShape_;
149        this->collisionShape_ = this->createNewShape();
150        // When we recreate the shape, we have to inform the parent about this to update the shape
151        this->updateParent();
152        if (oldShape)
153            delete oldShape;
154    }
155
156    void CollisionShape::calculateLocalInertia(btScalar mass, btVector3& inertia) const
157    {
158        if (this->collisionShape_)
159            this->collisionShape_->calculateLocalInertia(mass, inertia);
160        else
161            inertia.setValue(0, 0, 0);
162    }
163}
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