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source: code/branches/steering/src/orxonox/worldentities/MobileEntity.cc @ 8430

Last change on this file since 8430 was 8430, checked in by mastalde, 13 years ago

added lift_ and stallSpeed_ for better flight behavior

  • Property svn:eol-style set to native
File size: 8.2 KB
RevLine 
[2072]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
[2072]24 *   Co-authors:
[2201]25 *      Martin Stypinski
[2072]26 *
27 */
28
[2408]29#include "MobileEntity.h"
[2072]30
[2426]31#include <OgreSceneNode.h>
[3196]32#include <BulletDynamics/Dynamics/btRigidBody.h>
[2303]33
[2072]34#include "core/CoreIncludes.h"
35#include "core/XMLPort.h"
[5735]36#include "Scene.h"
[2292]37
[2072]38namespace orxonox
39{
[2408]40    MobileEntity::MobileEntity(BaseObject* creator) : WorldEntity(creator)
[2072]41    {
[2408]42        RegisterObject(MobileEntity);
[2072]43
[2374]44        this->linearAcceleration_  = Vector3::ZERO;
45        this->linearVelocity_      = Vector3::ZERO;
46        this->angularAcceleration_ = Vector3::ZERO;
47        this->angularVelocity_     = Vector3::ZERO;
[2072]48    }
49
[2408]50    MobileEntity::~MobileEntity()
[2072]51    {
52    }
53
[2408]54    void MobileEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
[2072]55    {
[2408]56        SUPER(MobileEntity, XMLPort, xmlelement, mode);
[2300]57
[2408]58        XMLPortParamTemplate(MobileEntity, "velocity",     setVelocity,     getVelocity,     xmlelement, mode, const Vector3&);
[2491]59
60        Vector3 rotationAxis(this->getRotationAxis());
61        Degree rotationRate = this->getRotationRate();
62        XMLPortParamVariable(MobileEntity, "rotationaxis", rotationAxis, xmlelement, mode);
63        XMLPortParamVariable(MobileEntity, "rotationrate", rotationRate, xmlelement, mode);
64        if (mode == XMLPort::LoadObject)
65        {
66            if (rotationAxis == Vector3::ZERO)
67                this->setAngularVelocity(Vector3::ZERO);
68            else
69                this->setAngularVelocity(rotationAxis.normalisedCopy() * rotationRate.valueRadians());
70        }
[2072]71    }
72
[2408]73    void MobileEntity::tick(float dt)
[2374]74    {
75        if (this->isActive())
76        {
77            // Check whether Bullet doesn't do the physics for us
78            if (!this->isDynamic())
79            {
80                // Linear part
81                this->linearVelocity_.x += this->linearAcceleration_.x * dt;
82                this->linearVelocity_.y += this->linearAcceleration_.y * dt;
83                this->linearVelocity_.z += this->linearAcceleration_.z * dt;
84                this->node_->translate(this->linearVelocity_ * dt);
85
[8430]86   
87
[2374]88                // Angular part
89                // Note: angularVelocity_ is a Quaternion with w = 0 while angularAcceleration_ is a Vector3
90                this->angularVelocity_.x += angularAcceleration_.x * dt;
91                this->angularVelocity_.y += angularAcceleration_.y * dt;
92                this->angularVelocity_.z += angularAcceleration_.z * dt;
93                // Calculate new orientation with quaternion derivative. This is about 30% faster than with angle/axis method.
[3196]94                float mult = dt * 0.5f;
[2374]95                // TODO: this could be optimized by writing it out. The calls currently create 4 new Quaternions!
96                Quaternion newOrientation(0.0f, this->angularVelocity_.x * mult, this->angularVelocity_.y * mult, this->angularVelocity_.z * mult);
97                newOrientation = this->node_->getOrientation() + newOrientation * this->node_->getOrientation();
98                newOrientation.normalise();
99                this->node_->setOrientation(newOrientation);
100            }
101        }
102    }
103
[2408]104    void MobileEntity::setPosition(const Vector3& position)
[2292]105    {
106        if (this->isDynamic())
107        {
108            btTransform transf = this->physicalBody_->getWorldTransform();
109            transf.setOrigin(btVector3(position.x, position.y, position.z));
110            this->physicalBody_->setWorldTransform(transf);
[2201]111        }
[2300]112
113        this->node_->setPosition(position);
[2201]114    }
115
[2408]116    void MobileEntity::setOrientation(const Quaternion& orientation)
[2292]117    {
118        if (this->isDynamic())
119        {
120            btTransform transf = this->physicalBody_->getWorldTransform();
[2374]121            transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w));
[2292]122            this->physicalBody_->setWorldTransform(transf);
[2201]123        }
[2300]124
125        this->node_->setOrientation(orientation);
[2201]126    }
127
[2408]128    void MobileEntity::setVelocity(const Vector3& velocity)
[2300]129    {
130        if (this->isDynamic())
[2374]131            this->physicalBody_->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z));
132
133        this->linearVelocity_ = velocity;
134    }
135
[2408]136    void MobileEntity::setAngularVelocity(const Vector3& velocity)
[2374]137    {
138        if (this->isDynamic())
139            this->physicalBody_->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z));
140
141        this->angularVelocity_ = velocity;
142    }
143
[2408]144    void MobileEntity::setAcceleration(const Vector3& acceleration)
[2374]145    {
146        if (this->isDynamic())
147            this->physicalBody_->applyCentralForce(btVector3(acceleration.x * this->getMass(), acceleration.y * this->getMass(), acceleration.z * this->getMass()));
148
149        this->linearAcceleration_ = acceleration;
150    }
151
[2408]152    void MobileEntity::setAngularAcceleration(const Vector3& acceleration)
[2374]153    {
154        if (this->isDynamic())
[2292]155        {
[2374]156            btVector3 inertia(btVector3(1, 1, 1) / this->physicalBody_->getInvInertiaDiagLocal());
157            this->physicalBody_->applyTorque(btVector3(acceleration.x, acceleration.y, acceleration.z) * inertia);
[2292]158        }
[2300]159
[2374]160        this->angularAcceleration_ = acceleration;
[2201]161    }
162
[3033]163    void MobileEntity::applyCentralForce(const Vector3& force)
164    {
165        if (this->isDynamic())
166            this->physicalBody_->applyCentralForce(btVector3(force.x * this->getMass(), force.y * this->getMass(), force.z * this->getMass()));
167    }
168
[2408]169    bool MobileEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const
[2298]170    {
171        if (type == WorldEntity::Static)
172        {
[2454]173            CCOUT(1) << "Error: Cannot tell a MobileEntity to have static collision type! Ignoring." << std::endl;
174            assert(false); // Only in debug mode
[2298]175            return false;
176        }
177        else
178            return true;
179    }
180
[2408]181    void MobileEntity::setWorldTransform(const btTransform& worldTrans)
[2292]182    {
183        // We use a dynamic body. So we translate our node accordingly.
184        this->node_->setPosition(Vector3(worldTrans.getOrigin().x(), worldTrans.getOrigin().y(), worldTrans.getOrigin().z()));
[2780]185        btQuaternion temp(worldTrans.getRotation());
186        this->node_->setOrientation(Quaternion(temp.w(), temp.x(), temp.y(), temp.z()));
[2374]187        this->linearVelocity_.x = this->physicalBody_->getLinearVelocity().x();
188        this->linearVelocity_.y = this->physicalBody_->getLinearVelocity().y();
189        this->linearVelocity_.z = this->physicalBody_->getLinearVelocity().z();
190        this->angularVelocity_.x = this->physicalBody_->getAngularVelocity().x();
191        this->angularVelocity_.y = this->physicalBody_->getAngularVelocity().y();
192        this->angularVelocity_.z = this->physicalBody_->getAngularVelocity().z();
[2292]193    }
194
[2408]195    void MobileEntity::getWorldTransform(btTransform& worldTrans) const
[2292]196    {
[2374]197        // We use a kinematic body
[2292]198        worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z));
[2374]199        worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w));
[2300]200        if (this->isDynamic())
201        {
202            // This function gets called only once for dynamic objects to set the initial conditions
[2374]203            // We have to set the velocities too.
204            this->physicalBody_->setLinearVelocity(btVector3(linearVelocity_.x, linearVelocity_.y, linearVelocity_.z));
205            this->physicalBody_->setAngularVelocity(btVector3(angularVelocity_.x, angularVelocity_.y, angularVelocity_.z));
[2300]206        }
[2292]207    }
[2072]208}
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