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source: code/branches/presentation/src/orxonox/objects/worldentities/MobileEntity.cc @ 2459

Last change on this file since 2459 was 2459, checked in by rgrieder, 15 years ago

Merged physics_merge back to presentation branch.

  • Property svn:eol-style set to native
File size: 7.8 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#include "OrxonoxStableHeaders.h"
30#include "MobileEntity.h"
31
32#include <OgreSceneNode.h>
33#include "BulletDynamics/Dynamics/btRigidBody.h"
34
35#include "util/Debug.h"
36#include "util/MathConvert.h"
37#include "util/Exception.h"
38#include "core/CoreIncludes.h"
39#include "core/XMLPort.h"
40
41#include "objects/Scene.h"
42
43namespace orxonox
44{
45    MobileEntity::MobileEntity(BaseObject* creator) : WorldEntity(creator)
46    {
47        RegisterObject(MobileEntity);
48
49        this->linearAcceleration_  = Vector3::ZERO;
50        this->linearVelocity_      = Vector3::ZERO;
51        this->angularAcceleration_ = Vector3::ZERO;
52        this->angularVelocity_     = Vector3::ZERO;
53    }
54
55    MobileEntity::~MobileEntity()
56    {
57    }
58
59    void MobileEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
60    {
61        SUPER(MobileEntity, XMLPort, xmlelement, mode);
62
63        XMLPortParamTemplate(MobileEntity, "velocity",     setVelocity,     getVelocity,     xmlelement, mode, const Vector3&);
64        XMLPortParamTemplate(MobileEntity, "rotationaxis", setRotationAxis, getRotationAxis, xmlelement, mode, const Vector3&);
65        XMLPortParam(MobileEntity, "rotationrate", setRotationRate, getRotationRate, xmlelement, mode);
66    }
67
68    void MobileEntity::tick(float dt)
69    {
70        if (this->isActive())
71        {
72            // Check whether Bullet doesn't do the physics for us
73            if (!this->isDynamic())
74            {
75                // Linear part
76                this->linearVelocity_.x += this->linearAcceleration_.x * dt;
77                this->linearVelocity_.y += this->linearAcceleration_.y * dt;
78                this->linearVelocity_.z += this->linearAcceleration_.z * dt;
79                this->node_->translate(this->linearVelocity_ * dt);
80
81                // Angular part
82                // Note: angularVelocity_ is a Quaternion with w = 0 while angularAcceleration_ is a Vector3
83                this->angularVelocity_.x += angularAcceleration_.x * dt;
84                this->angularVelocity_.y += angularAcceleration_.y * dt;
85                this->angularVelocity_.z += angularAcceleration_.z * dt;
86                // Calculate new orientation with quaternion derivative. This is about 30% faster than with angle/axis method.
87                float mult = dt * 0.5;
88                // TODO: this could be optimized by writing it out. The calls currently create 4 new Quaternions!
89                Quaternion newOrientation(0.0f, this->angularVelocity_.x * mult, this->angularVelocity_.y * mult, this->angularVelocity_.z * mult);
90                newOrientation = this->node_->getOrientation() + newOrientation * this->node_->getOrientation();
91                newOrientation.normalise();
92                this->node_->setOrientation(newOrientation);
93            }
94        }
95    }
96
97    void MobileEntity::setPosition(const Vector3& position)
98    {
99        if (this->isDynamic())
100        {
101            btTransform transf = this->physicalBody_->getWorldTransform();
102            transf.setOrigin(btVector3(position.x, position.y, position.z));
103            this->physicalBody_->setWorldTransform(transf);
104        }
105
106        this->node_->setPosition(position);
107    }
108
109    void MobileEntity::setOrientation(const Quaternion& orientation)
110    {
111        if (this->isDynamic())
112        {
113            btTransform transf = this->physicalBody_->getWorldTransform();
114            transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w));
115            this->physicalBody_->setWorldTransform(transf);
116        }
117
118        this->node_->setOrientation(orientation);
119    }
120
121    void MobileEntity::setVelocity(const Vector3& velocity)
122    {
123        if (this->isDynamic())
124            this->physicalBody_->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z));
125
126        this->linearVelocity_ = velocity;
127    }
128
129    void MobileEntity::setAngularVelocity(const Vector3& velocity)
130    {
131        if (this->isDynamic())
132            this->physicalBody_->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z));
133
134        this->angularVelocity_ = velocity;
135    }
136
137    void MobileEntity::setAcceleration(const Vector3& acceleration)
138    {
139        if (this->isDynamic())
140            this->physicalBody_->applyCentralForce(btVector3(acceleration.x * this->getMass(), acceleration.y * this->getMass(), acceleration.z * this->getMass()));
141
142        this->linearAcceleration_ = acceleration;
143    }
144
145    void MobileEntity::setAngularAcceleration(const Vector3& acceleration)
146    {
147        if (this->isDynamic())
148        {
149            btVector3 inertia(btVector3(1, 1, 1) / this->physicalBody_->getInvInertiaDiagLocal());
150            this->physicalBody_->applyTorque(btVector3(acceleration.x, acceleration.y, acceleration.z) * inertia);
151        }
152
153        this->angularAcceleration_ = acceleration;
154    }
155
156    bool MobileEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const
157    {
158        if (type == WorldEntity::Static)
159        {
160            CCOUT(1) << "Error: Cannot tell a MobileEntity to have static collision type! Ignoring." << std::endl;
161            assert(false); // Only in debug mode
162            return false;
163        }
164        else
165            return true;
166    }
167
168    void MobileEntity::setWorldTransform(const btTransform& worldTrans)
169    {
170        // We use a dynamic body. So we translate our node accordingly.
171        this->node_->setPosition(Vector3(worldTrans.getOrigin().x(), worldTrans.getOrigin().y(), worldTrans.getOrigin().z()));
172        this->node_->setOrientation(Quaternion(worldTrans.getRotation().w(), worldTrans.getRotation().x(), worldTrans.getRotation().y(), worldTrans.getRotation().z()));
173        this->linearVelocity_.x = this->physicalBody_->getLinearVelocity().x();
174        this->linearVelocity_.y = this->physicalBody_->getLinearVelocity().y();
175        this->linearVelocity_.z = this->physicalBody_->getLinearVelocity().z();
176        this->angularVelocity_.x = this->physicalBody_->getAngularVelocity().x();
177        this->angularVelocity_.y = this->physicalBody_->getAngularVelocity().y();
178        this->angularVelocity_.z = this->physicalBody_->getAngularVelocity().z();
179    }
180
181    void MobileEntity::getWorldTransform(btTransform& worldTrans) const
182    {
183        // We use a kinematic body
184        worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z));
185        worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w));
186        if (this->isDynamic())
187        {
188            // This function gets called only once for dynamic objects to set the initial conditions
189            // We have to set the velocities too.
190            this->physicalBody_->setLinearVelocity(btVector3(linearVelocity_.x, linearVelocity_.y, linearVelocity_.z));
191            this->physicalBody_->setAngularVelocity(btVector3(angularVelocity_.x, angularVelocity_.y, angularVelocity_.z));
192        }
193    }
194}
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