| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Reto Grieder | 
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| 24 | *   Co-authors: | 
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| 25 | *      Martin Stypinski | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | #include "MobileEntity.h" | 
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| 30 |  | 
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| 31 | #include <OgreSceneNode.h> | 
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| 32 | #include <BulletDynamics/Dynamics/btRigidBody.h> | 
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| 33 |  | 
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| 34 | #include "core/CoreIncludes.h" | 
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| 35 | #include "core/XMLPort.h" | 
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| 36 |  | 
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| 37 | #include "Scene.h" | 
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| 38 |  | 
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| 39 | namespace orxonox | 
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| 40 | { | 
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| 41 | MobileEntity::MobileEntity(BaseObject* creator) : WorldEntity(creator) | 
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| 42 | { | 
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| 43 | RegisterObject(MobileEntity); | 
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| 44 |  | 
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| 45 | this->linearAcceleration_  = Vector3::ZERO; | 
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| 46 | this->linearVelocity_      = Vector3::ZERO; | 
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| 47 | this->angularAcceleration_ = Vector3::ZERO; | 
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| 48 | this->angularVelocity_     = Vector3::ZERO; | 
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| 49 | } | 
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| 50 |  | 
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| 51 | MobileEntity::~MobileEntity() | 
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| 52 | { | 
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| 53 | } | 
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| 54 |  | 
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| 55 | void MobileEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 56 | { | 
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| 57 | SUPER(MobileEntity, XMLPort, xmlelement, mode); | 
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| 58 |  | 
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| 59 | XMLPortParamTemplate(MobileEntity, "velocity",     setVelocity,     getVelocity,     xmlelement, mode, const Vector3&); | 
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| 60 |  | 
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| 61 | Vector3 rotationAxis(this->getRotationAxis()); | 
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| 62 | Degree rotationRate = this->getRotationRate(); | 
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| 63 | XMLPortParamVariable(MobileEntity, "rotationaxis", rotationAxis, xmlelement, mode); | 
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| 64 | XMLPortParamVariable(MobileEntity, "rotationrate", rotationRate, xmlelement, mode); | 
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| 65 | if (mode == XMLPort::LoadObject) | 
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| 66 | { | 
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| 67 | if (rotationAxis == Vector3::ZERO) | 
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| 68 | this->setAngularVelocity(Vector3::ZERO); | 
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| 69 | else | 
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| 70 | this->setAngularVelocity(rotationAxis.normalisedCopy() * rotationRate.valueRadians()); | 
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| 71 | } | 
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| 72 | } | 
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| 73 |  | 
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| 74 | void MobileEntity::tick(float dt) | 
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| 75 | { | 
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| 76 | if (this->isActive()) | 
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| 77 | { | 
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| 78 | // Check whether Bullet doesn't do the physics for us | 
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| 79 | if (!this->isDynamic()) | 
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| 80 | { | 
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| 81 | // Linear part | 
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| 82 | this->linearVelocity_.x += this->linearAcceleration_.x * dt; | 
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| 83 | this->linearVelocity_.y += this->linearAcceleration_.y * dt; | 
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| 84 | this->linearVelocity_.z += this->linearAcceleration_.z * dt; | 
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| 85 | this->node_->translate(this->linearVelocity_ * dt); | 
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| 86 |  | 
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| 87 | // Angular part | 
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| 88 | // Note: angularVelocity_ is a Quaternion with w = 0 while angularAcceleration_ is a Vector3 | 
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| 89 | this->angularVelocity_.x += angularAcceleration_.x * dt; | 
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| 90 | this->angularVelocity_.y += angularAcceleration_.y * dt; | 
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| 91 | this->angularVelocity_.z += angularAcceleration_.z * dt; | 
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| 92 | // Calculate new orientation with quaternion derivative. This is about 30% faster than with angle/axis method. | 
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| 93 | float mult = dt * 0.5f; | 
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| 94 | // TODO: this could be optimized by writing it out. The calls currently create 4 new Quaternions! | 
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| 95 | Quaternion newOrientation(0.0f, this->angularVelocity_.x * mult, this->angularVelocity_.y * mult, this->angularVelocity_.z * mult); | 
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| 96 | newOrientation = this->node_->getOrientation() + newOrientation * this->node_->getOrientation(); | 
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| 97 | newOrientation.normalise(); | 
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| 98 | this->node_->setOrientation(newOrientation); | 
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| 99 | } | 
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| 100 | } | 
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| 101 | } | 
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| 102 |  | 
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| 103 | void MobileEntity::setPosition(const Vector3& position) | 
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| 104 | { | 
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| 105 | if (this->isDynamic()) | 
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| 106 | { | 
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| 107 | btTransform transf = this->physicalBody_->getWorldTransform(); | 
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| 108 | transf.setOrigin(btVector3(position.x, position.y, position.z)); | 
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| 109 | this->physicalBody_->setWorldTransform(transf); | 
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| 110 | } | 
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| 111 |  | 
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| 112 | this->node_->setPosition(position); | 
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| 113 | } | 
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| 114 |  | 
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| 115 | void MobileEntity::setOrientation(const Quaternion& orientation) | 
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| 116 | { | 
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| 117 | if (this->isDynamic()) | 
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| 118 | { | 
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| 119 | btTransform transf = this->physicalBody_->getWorldTransform(); | 
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| 120 | transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w)); | 
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| 121 | this->physicalBody_->setWorldTransform(transf); | 
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| 122 | } | 
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| 123 |  | 
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| 124 | this->node_->setOrientation(orientation); | 
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| 125 | } | 
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| 126 |  | 
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| 127 | void MobileEntity::setVelocity(const Vector3& velocity) | 
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| 128 | { | 
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| 129 | if (this->isDynamic()) | 
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| 130 | this->physicalBody_->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z)); | 
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| 131 |  | 
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| 132 | this->linearVelocity_ = velocity; | 
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| 133 | } | 
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| 134 |  | 
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| 135 | void MobileEntity::setAngularVelocity(const Vector3& velocity) | 
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| 136 | { | 
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| 137 | if (this->isDynamic()) | 
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| 138 | this->physicalBody_->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z)); | 
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| 139 |  | 
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| 140 | this->angularVelocity_ = velocity; | 
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| 141 | } | 
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| 142 |  | 
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| 143 | void MobileEntity::setAcceleration(const Vector3& acceleration) | 
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| 144 | { | 
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| 145 | if (this->isDynamic()) | 
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| 146 | { | 
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| 147 | this->physicalBody_->applyCentralForce(btVector3(acceleration.x * this->getMass(), acceleration.y * this->getMass(), acceleration.z * this->getMass())); | 
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| 148 | } | 
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| 149 |  | 
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| 150 | // If not bullet-managed (deprecated? SpaceShip doesn't use this anymore for movement) TODO: Find out! | 
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| 151 | this->linearAcceleration_ = acceleration; | 
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| 152 | } | 
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| 153 |  | 
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| 154 | /** | 
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| 155 | @brief | 
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| 156 | Adds the input acceleration at the input position to the MobileEntity. | 
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| 157 | @param acceleration | 
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| 158 | The acceleration to be additionally applied to the MobileEntity. | 
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| 159 | @param relativePosition | 
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| 160 | The position relative to the MobileEntity at which the acceleration is applied. | 
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| 161 | */ | 
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| 162 | void MobileEntity::addAcceleration(const Vector3 &acceleration, const Vector3 &relativePosition) | 
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| 163 | { | 
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| 164 | if(this->isDynamic()) | 
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| 165 | { | 
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| 166 | this->physicalBody_->applyForce(this->getMass() * btVector3(acceleration.x, acceleration.y, acceleration.z), btVector3(relativePosition.x, relativePosition.y, relativePosition.z)); | 
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| 167 | } | 
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| 168 | } | 
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| 169 |  | 
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| 170 | void MobileEntity::setAngularAcceleration(const Vector3& acceleration) | 
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| 171 | { | 
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| 172 | if (this->isDynamic()) | 
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| 173 | { | 
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| 174 | btVector3 inertia(btVector3(1, 1, 1) / this->physicalBody_->getInvInertiaDiagLocal()); | 
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| 175 | this->physicalBody_->applyTorque(btVector3(acceleration.x, acceleration.y, acceleration.z) * inertia); | 
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| 176 | } | 
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| 177 |  | 
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| 178 | this->angularAcceleration_ = acceleration; | 
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| 179 | } | 
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| 180 |  | 
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| 181 | void MobileEntity::applyCentralForce(const Vector3& force) | 
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| 182 | { | 
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| 183 | if (this->isDynamic()) | 
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| 184 | this->physicalBody_->applyCentralForce(btVector3(force.x * this->getMass(), force.y * this->getMass(), force.z * this->getMass())); | 
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| 185 | } | 
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| 186 |  | 
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| 187 | bool MobileEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const | 
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| 188 | { | 
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| 189 | if (type == WorldEntity::Static) | 
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| 190 | { | 
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| 191 | orxout(internal_warning) << "Cannot tell a MobileEntity to have static collision type! Ignoring." << endl; | 
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| 192 | assert(false); // Only in debug mode | 
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| 193 | return false; | 
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| 194 | } | 
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| 195 | else | 
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| 196 | return true; | 
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| 197 | } | 
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| 198 |  | 
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| 199 | void MobileEntity::setWorldTransform(const btTransform& worldTrans) | 
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| 200 | { | 
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| 201 | // We use a dynamic body. So we translate our node accordingly. | 
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| 202 | this->node_->setPosition(Vector3(worldTrans.getOrigin().x(), worldTrans.getOrigin().y(), worldTrans.getOrigin().z())); | 
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| 203 | btQuaternion temp(worldTrans.getRotation()); | 
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| 204 | this->node_->setOrientation(Quaternion(temp.w(), temp.x(), temp.y(), temp.z())); | 
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| 205 | this->linearVelocity_.x = this->physicalBody_->getLinearVelocity().x(); | 
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| 206 | this->linearVelocity_.y = this->physicalBody_->getLinearVelocity().y(); | 
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| 207 | this->linearVelocity_.z = this->physicalBody_->getLinearVelocity().z(); | 
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| 208 | this->angularVelocity_.x = this->physicalBody_->getAngularVelocity().x(); | 
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| 209 | this->angularVelocity_.y = this->physicalBody_->getAngularVelocity().y(); | 
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| 210 | this->angularVelocity_.z = this->physicalBody_->getAngularVelocity().z(); | 
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| 211 | } | 
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| 212 |  | 
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| 213 | void MobileEntity::getWorldTransform(btTransform& worldTrans) const | 
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| 214 | { | 
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| 215 | // We use a kinematic body | 
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| 216 | worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z)); | 
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| 217 | worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w)); | 
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| 218 | if (this->isDynamic()) | 
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| 219 | { | 
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| 220 | // This function gets called only once for dynamic objects to set the initial conditions | 
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| 221 | // We have to set the velocities too. | 
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| 222 | this->physicalBody_->setLinearVelocity(btVector3(linearVelocity_.x, linearVelocity_.y, linearVelocity_.z)); | 
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| 223 | this->physicalBody_->setAngularVelocity(btVector3(angularVelocity_.x, angularVelocity_.y, angularVelocity_.z)); | 
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| 224 | } | 
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| 225 | } | 
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| 226 | } | 
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