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source: code/branches/presentation/src/orxonox/objects/worldentities/MobileEntity.cc @ 2469

Last change on this file since 2469 was 2469, checked in by rgrieder, 15 years ago

Resolved the issue with the collision shape synchronisation.

  • 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        this->registerVariables();
55    }
56
57    MobileEntity::~MobileEntity()
58    {
59    }
60
61    void MobileEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
62    {
63        SUPER(MobileEntity, XMLPort, xmlelement, mode);
64
65        XMLPortParamTemplate(MobileEntity, "velocity",     setVelocity,     getVelocity,     xmlelement, mode, const Vector3&);
66        XMLPortParamTemplate(MobileEntity, "rotationaxis", setRotationAxis, getRotationAxis, xmlelement, mode, const Vector3&);
67        XMLPortParam(MobileEntity, "rotationrate", setRotationRate, getRotationRate, xmlelement, mode);
68    }
69
70    void MobileEntity::tick(float dt)
71    {
72        if (this->isActive())
73        {
74            // Check whether Bullet doesn't do the physics for us
75            if (!this->isDynamic())
76            {
77                // Linear part
78                this->linearVelocity_.x += this->linearAcceleration_.x * dt;
79                this->linearVelocity_.y += this->linearAcceleration_.y * dt;
80                this->linearVelocity_.z += this->linearAcceleration_.z * dt;
81                this->node_->translate(this->linearVelocity_ * dt);
82
83                // Angular part
84                // Note: angularVelocity_ is a Quaternion with w = 0 while angularAcceleration_ is a Vector3
85                this->angularVelocity_.x += angularAcceleration_.x * dt;
86                this->angularVelocity_.y += angularAcceleration_.y * dt;
87                this->angularVelocity_.z += angularAcceleration_.z * dt;
88                // Calculate new orientation with quaternion derivative. This is about 30% faster than with angle/axis method.
89                float mult = dt * 0.5;
90                // TODO: this could be optimized by writing it out. The calls currently create 4 new Quaternions!
91                Quaternion newOrientation(0.0f, this->angularVelocity_.x * mult, this->angularVelocity_.y * mult, this->angularVelocity_.z * mult);
92                newOrientation = this->node_->getOrientation() + newOrientation * this->node_->getOrientation();
93                newOrientation.normalise();
94                this->node_->setOrientation(newOrientation);
95            }
96        }
97    }
98
99    void MobileEntity::setPosition(const Vector3& position)
100    {
101        if (this->isDynamic())
102        {
103            btTransform transf = this->physicalBody_->getWorldTransform();
104            transf.setOrigin(btVector3(position.x, position.y, position.z));
105            this->physicalBody_->setWorldTransform(transf);
106        }
107
108        this->node_->setPosition(position);
109    }
110
111    void MobileEntity::setOrientation(const Quaternion& orientation)
112    {
113        if (this->isDynamic())
114        {
115            btTransform transf = this->physicalBody_->getWorldTransform();
116            transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w));
117            this->physicalBody_->setWorldTransform(transf);
118        }
119
120        this->node_->setOrientation(orientation);
121    }
122
123    void MobileEntity::setVelocity(const Vector3& velocity)
124    {
125        if (this->isDynamic())
126            this->physicalBody_->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z));
127
128        this->linearVelocity_ = velocity;
129    }
130
131    void MobileEntity::setAngularVelocity(const Vector3& velocity)
132    {
133        if (this->isDynamic())
134            this->physicalBody_->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z));
135
136        this->angularVelocity_ = velocity;
137    }
138
139    void MobileEntity::setAcceleration(const Vector3& acceleration)
140    {
141        if (this->isDynamic())
142            this->physicalBody_->applyCentralForce(btVector3(acceleration.x * this->getMass(), acceleration.y * this->getMass(), acceleration.z * this->getMass()));
143
144        this->linearAcceleration_ = acceleration;
145    }
146
147    void MobileEntity::setAngularAcceleration(const Vector3& acceleration)
148    {
149        if (this->isDynamic())
150        {
151            btVector3 inertia(btVector3(1, 1, 1) / this->physicalBody_->getInvInertiaDiagLocal());
152            this->physicalBody_->applyTorque(btVector3(acceleration.x, acceleration.y, acceleration.z) * inertia);
153        }
154
155        this->angularAcceleration_ = acceleration;
156    }
157
158    bool MobileEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const
159    {
160        if (type == WorldEntity::Static)
161        {
162            CCOUT(1) << "Error: Cannot tell a MobileEntity to have static collision type! Ignoring." << std::endl;
163            assert(false); // Only in debug mode
164            return false;
165        }
166        else
167            return true;
168    }
169
170    void MobileEntity::setWorldTransform(const btTransform& worldTrans)
171    {
172        // We use a dynamic body. So we translate our node accordingly.
173        this->node_->setPosition(Vector3(worldTrans.getOrigin().x(), worldTrans.getOrigin().y(), worldTrans.getOrigin().z()));
174        this->node_->setOrientation(Quaternion(worldTrans.getRotation().w(), worldTrans.getRotation().x(), worldTrans.getRotation().y(), worldTrans.getRotation().z()));
175        this->linearVelocity_.x = this->physicalBody_->getLinearVelocity().x();
176        this->linearVelocity_.y = this->physicalBody_->getLinearVelocity().y();
177        this->linearVelocity_.z = this->physicalBody_->getLinearVelocity().z();
178        this->angularVelocity_.x = this->physicalBody_->getAngularVelocity().x();
179        this->angularVelocity_.y = this->physicalBody_->getAngularVelocity().y();
180        this->angularVelocity_.z = this->physicalBody_->getAngularVelocity().z();
181    }
182
183    void MobileEntity::getWorldTransform(btTransform& worldTrans) const
184    {
185        // We use a kinematic body
186        worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z));
187        worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w));
188        if (this->isDynamic())
189        {
190            // This function gets called only once for dynamic objects to set the initial conditions
191            // We have to set the velocities too.
192            this->physicalBody_->setLinearVelocity(btVector3(linearVelocity_.x, linearVelocity_.y, linearVelocity_.z));
193            this->physicalBody_->setAngularVelocity(btVector3(angularVelocity_.x, angularVelocity_.y, angularVelocity_.z));
194        }
195    }
196}
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