| 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 |  *      Fabian 'x3n' Landau | 
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| 24 |  *      Reto Grieder (physics) | 
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| 25 |  *   Co-authors: | 
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| 26 |  *      ... | 
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| 27 |  * | 
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| 28 |  */ | 
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| 29 |  | 
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| 30 | #include "OrxonoxStableHeaders.h" | 
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| 31 | #include "WorldEntity.h" | 
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| 32 |  | 
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| 33 | #include <cassert> | 
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| 34 | #include <OgreSceneNode.h> | 
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| 35 | #include <OgreSceneManager.h> | 
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| 36 | #include "BulletDynamics/Dynamics/btRigidBody.h" | 
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| 37 |  | 
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| 38 | #include "util/Exception.h" | 
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| 39 | #include "util/Convert.h" | 
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| 40 | #include "core/CoreIncludes.h" | 
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| 41 | #include "core/XMLPort.h" | 
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| 42 |  | 
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| 43 | #include "objects/Scene.h" | 
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| 44 | #include "objects/collisionshapes/WorldEntityCollisionShape.h" | 
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| 45 |  | 
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| 46 | namespace orxonox | 
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| 47 | { | 
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| 48 |     const Vector3 WorldEntity::FRONT = Vector3::NEGATIVE_UNIT_Z; | 
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| 49 |     const Vector3 WorldEntity::BACK  = Vector3::UNIT_Z; | 
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| 50 |     const Vector3 WorldEntity::LEFT  = Vector3::NEGATIVE_UNIT_X; | 
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| 51 |     const Vector3 WorldEntity::RIGHT = Vector3::UNIT_X; | 
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| 52 |     const Vector3 WorldEntity::DOWN  = Vector3::NEGATIVE_UNIT_Y; | 
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| 53 |     const Vector3 WorldEntity::UP    = Vector3::UNIT_Y; | 
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| 54 |  | 
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| 55 |     /** | 
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| 56 |     @brief | 
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| 57 |         Creates a new WorldEntity that may immediately be used. | 
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| 58 |         All the default values are being set here. | 
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| 59 |     */ | 
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| 60 |     WorldEntity::WorldEntity(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) | 
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| 61 |     { | 
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| 62 |         RegisterObject(WorldEntity); | 
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| 63 |  | 
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| 64 |         if (!this->getScene() || !this->getScene()->getRootSceneNode()) | 
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| 65 |             ThrowException(AbortLoading, "Can't create WorldEntity, no scene or no root-scenenode given."); | 
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| 66 |  | 
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| 67 |         this->node_ = this->getScene()->getRootSceneNode()->createChildSceneNode(); | 
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| 68 |  | 
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| 69 |         this->parent_ = 0; | 
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| 70 |         this->parentID_ = OBJECTID_UNKNOWN; | 
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| 71 |  | 
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| 72 |         this->node_->setPosition(Vector3::ZERO); | 
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| 73 |         this->node_->setOrientation(Quaternion::IDENTITY); | 
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| 74 |  | 
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| 75 |  | 
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| 76 |         // Default behaviour does not include physics | 
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| 77 |         this->physicalBody_   = 0; | 
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| 78 |         this->bPhysicsActive_ = false; | 
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| 79 |         this->bPhysicsActiveSynchronised_    = false; | 
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| 80 |         this->bPhysicsActiveBeforeAttaching_ = false; | 
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| 81 |         this->collisionShape_ = new WorldEntityCollisionShape(this); | 
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| 82 |         this->collisionType_             = None; | 
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| 83 |         this->collisionTypeSynchronised_ = None; | 
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| 84 |         this->mass_           = 0; | 
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| 85 |         this->childrenMass_   = 0; | 
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| 86 |         // Using bullet default values | 
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| 87 |         this->restitution_    = 0; | 
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| 88 |         this->angularFactor_  = 1; | 
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| 89 |         this->linearDamping_  = 0; | 
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| 90 |         this->angularDamping_ = 0; | 
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| 91 |         this->friction_       = 0.5; | 
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| 92 |         this->bCollisionCallbackActive_ = false; | 
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| 93 |         this->bCollisionResponseActive_ = true; | 
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| 94 |  | 
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| 95 |         this->registerVariables(); | 
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| 96 |     } | 
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| 97 |  | 
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| 98 |     /** | 
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| 99 |     @brief | 
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| 100 |         Destroys the WorldEntity AND ALL its children with it. | 
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| 101 |     */ | 
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| 102 |     WorldEntity::~WorldEntity() | 
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| 103 |     { | 
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| 104 |         if (this->isInitialized()) | 
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| 105 |         { | 
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| 106 |             if (this->parent_) | 
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| 107 |                 this->detachFromParent(); | 
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| 108 |  | 
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| 109 |             for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ) | 
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| 110 |                 delete (*(it++)); | 
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| 111 |  | 
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| 112 |             if (this->physicalBody_) | 
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| 113 |             { | 
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| 114 |                 this->deactivatePhysics(); | 
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| 115 |                 delete this->physicalBody_; | 
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| 116 |             } | 
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| 117 |             delete this->collisionShape_; | 
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| 118 |  | 
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| 119 |             this->node_->detachAllObjects(); | 
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| 120 |             this->node_->removeAllChildren(); | 
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| 121 |  | 
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| 122 |             OrxAssert(this->getScene()->getSceneManager(), "No SceneManager defined in a WorldEntity."); | 
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| 123 |             this->getScene()->getSceneManager()->destroySceneNode(this->node_->getName()); | 
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| 124 |         } | 
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| 125 |     } | 
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| 126 |  | 
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| 127 |     void WorldEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 128 |     { | 
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| 129 |         SUPER(WorldEntity, XMLPort, xmlelement, mode); | 
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| 130 |  | 
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| 131 |         XMLPortParamTemplate(WorldEntity, "position",    setPosition,    getPosition,    xmlelement, mode, const Vector3&); | 
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| 132 |         XMLPortParamTemplate(WorldEntity, "orientation", setOrientation, getOrientation, xmlelement, mode, const Quaternion&); | 
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| 133 |         XMLPortParamTemplate(WorldEntity, "scale3D",     setScale3D,     getScale3D,     xmlelement, mode, const Vector3&); | 
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| 134 |         XMLPortParam        (WorldEntity, "scale",       setScale,       getScale,       xmlelement, mode); | 
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| 135 |         XMLPortParamLoadOnly(WorldEntity, "lookat",      lookAt_xmlport,       xmlelement, mode); | 
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| 136 |         XMLPortParamLoadOnly(WorldEntity, "direction",   setDirection_xmlport, xmlelement, mode); | 
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| 137 |         XMLPortParamLoadOnly(WorldEntity, "yaw",         yaw_xmlport,          xmlelement, mode); | 
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| 138 |         XMLPortParamLoadOnly(WorldEntity, "pitch",       pitch_xmlport,        xmlelement, mode); | 
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| 139 |         XMLPortParamLoadOnly(WorldEntity, "roll",        roll_xmlport,         xmlelement, mode); | 
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| 140 |  | 
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| 141 |         // Physics | 
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| 142 |         XMLPortParam(WorldEntity, "collisionType",     setCollisionTypeStr,  getCollisionTypeStr,  xmlelement, mode); | 
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| 143 |         XMLPortParam(WorldEntity, "collisionResponse", setCollisionResponse, hasCollisionResponse, xmlelement, mode); | 
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| 144 |         XMLPortParam(WorldEntity, "mass",              setMass,              getMass,              xmlelement, mode); | 
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| 145 |         XMLPortParam(WorldEntity, "restitution",       setRestitution,       getRestitution,       xmlelement, mode); | 
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| 146 |         XMLPortParam(WorldEntity, "angularFactor",     setAngularFactor,     getAngularFactor,     xmlelement, mode); | 
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| 147 |         XMLPortParam(WorldEntity, "linearDamping",     setLinearDamping,     getLinearDamping,     xmlelement, mode); | 
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| 148 |         XMLPortParam(WorldEntity, "angularDamping",    setAngularDamping,    getAngularDamping,    xmlelement, mode); | 
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| 149 |         XMLPortParam(WorldEntity, "friction",          setFriction,          getFriction,          xmlelement, mode); | 
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| 150 |  | 
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| 151 |         // Other attached WorldEntities | 
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| 152 |         XMLPortObject(WorldEntity, WorldEntity, "attached", attach, getAttachedObject, xmlelement, mode); | 
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| 153 |         // Attached collision shapes | 
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| 154 |         XMLPortObject(WorldEntity, CollisionShape, "collisionShapes", attachCollisionShape, getAttachedCollisionShape, xmlelement, mode); | 
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| 155 |     } | 
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| 156 |  | 
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| 157 |     void WorldEntity::registerVariables() | 
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| 158 |     { | 
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| 159 |         registerVariable(this->mainStateName_,  variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedMainState)); | 
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| 160 |  | 
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| 161 |         registerVariable(this->bActive_,        variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedActivity)); | 
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| 162 |         registerVariable(this->bVisible_,       variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::changedVisibility)); | 
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| 163 |  | 
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| 164 |         registerVariable(this->getScale3D(),    variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::scaleChanged)); | 
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| 165 |  | 
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| 166 |         // Physics stuff | 
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| 167 |         registerVariable(this->mass_,           variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::massChanged)); | 
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| 168 |         registerVariable(this->restitution_,    variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::restitutionChanged)); | 
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| 169 |         registerVariable(this->angularFactor_,  variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::angularFactorChanged)); | 
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| 170 |         registerVariable(this->linearDamping_,  variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::linearDampingChanged)); | 
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| 171 |         registerVariable(this->angularDamping_, variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::angularDampingChanged)); | 
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| 172 |         registerVariable(this->friction_,       variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::frictionChanged)); | 
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| 173 |         registerVariable(this->bCollisionCallbackActive_, | 
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| 174 |                                                 variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionCallbackActivityChanged)); | 
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| 175 |         registerVariable(this->bCollisionResponseActive_, | 
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| 176 |                                                 variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionResponseActivityChanged)); | 
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| 177 |         registerVariable((int&)this->collisionTypeSynchronised_, | 
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| 178 |                                                 variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::collisionTypeChanged)); | 
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| 179 |         registerVariable(this->bPhysicsActiveSynchronised_, | 
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| 180 |                                                 variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::physicsActivityChanged)); | 
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| 181 |  | 
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| 182 |         // Attach to parent if necessary | 
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| 183 |         registerVariable(this->parentID_,       variableDirection::toclient, new NetworkCallback<WorldEntity>(this, &WorldEntity::networkcallback_parentChanged)); | 
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| 184 |     } | 
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| 185 |  | 
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| 186 |     /** | 
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| 187 |     @brief | 
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| 188 |         Network function that object this instance to its correct parent. | 
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| 189 |     */ | 
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| 190 |     void WorldEntity::networkcallback_parentChanged() | 
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| 191 |     { | 
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| 192 |         if (this->parentID_ != OBJECTID_UNKNOWN) | 
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| 193 |         { | 
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| 194 |             WorldEntity* parent = dynamic_cast<WorldEntity*>(Synchronisable::getSynchronisable(this->parentID_)); | 
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| 195 |             if (parent) | 
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| 196 |                 this->attachToParent(parent); | 
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| 197 |         } | 
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| 198 |     } | 
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| 199 |  | 
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| 200 |     /** | 
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| 201 |     @brief | 
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| 202 |         Attaches this object to a parent SceneNode. | 
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| 203 |     @Remarks | 
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| 204 |         Only use this method if you know exactly what you're doing! | 
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| 205 |         Normally, attaching works internally by attaching WE's. | 
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| 206 |     */ | 
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| 207 |     void WorldEntity::attachToNode(Ogre::SceneNode* node) | 
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| 208 |     { | 
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| 209 |         Ogre::Node* parent = this->node_->getParent(); | 
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| 210 |         if (parent) | 
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| 211 |             parent->removeChild(this->node_); | 
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| 212 |         node->addChild(this->node_); | 
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| 213 |     } | 
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| 214 |  | 
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| 215 |     /** | 
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| 216 |     @brief | 
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| 217 |         Detaches this object from a parent SceneNode. | 
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| 218 |     @Remarks | 
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| 219 |         Only use this method if you know exactly what you're doing! | 
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| 220 |         Normally, attaching works internally by attaching WE's. | 
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| 221 |     */ | 
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| 222 |     void WorldEntity::detachFromNode(Ogre::SceneNode* node) | 
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| 223 |     { | 
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| 224 |         node->removeChild(this->node_); | 
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| 225 | //        this->getScene()->getRootSceneNode()->addChild(this->node_); | 
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| 226 |     } | 
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| 227 |  | 
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| 228 |     /** | 
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| 229 |     @brief | 
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| 230 |         Network callback for the collision type. Only change the type if it was valid. | 
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| 231 |     */ | 
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| 232 |     void WorldEntity::collisionTypeChanged() | 
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| 233 |     { | 
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| 234 |         if (this->collisionTypeSynchronised_ != Dynamic && | 
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| 235 |             this->collisionTypeSynchronised_ != Kinematic && | 
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| 236 |             this->collisionTypeSynchronised_ != Static && | 
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| 237 |             this->collisionTypeSynchronised_ != None) | 
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| 238 |         { | 
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| 239 |             CCOUT(1) << "Error when collsion Type was received over network. Unknown enum value:" << this->collisionTypeSynchronised_ << std::endl; | 
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| 240 |         } | 
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| 241 |         else if (this->collisionTypeSynchronised_ != collisionType_) | 
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| 242 |         { | 
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| 243 |             if (this->parent_) | 
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| 244 |                 CCOUT(2) << "Warning: Network connection tried to set the collision type of an attached WE. Ignoring." << std::endl; | 
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| 245 |             else | 
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| 246 |                 this->setCollisionType(this->collisionTypeSynchronised_); | 
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| 247 |         } | 
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| 248 |     } | 
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| 249 |  | 
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| 250 |     //! Network callback for this->bPhysicsActive_ | 
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| 251 |     void WorldEntity::physicsActivityChanged() | 
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| 252 |     { | 
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| 253 |         if (this->bPhysicsActiveSynchronised_) | 
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| 254 |             this->activatePhysics(); | 
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| 255 |         else | 
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| 256 |             this->deactivatePhysics(); | 
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| 257 |     } | 
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| 258 |  | 
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| 259 |     //! Function sets whether Bullet should issue a callback on collisions | 
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| 260 |     void WorldEntity::collisionCallbackActivityChanged() | 
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| 261 |     { | 
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| 262 |         if (this->hasPhysics()) | 
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| 263 |         { | 
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| 264 |             if (this->bCollisionCallbackActive_) | 
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| 265 |                 this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() | | 
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| 266 |                     btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); | 
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| 267 |             else | 
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| 268 |                 this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & | 
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| 269 |                     ~btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); | 
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| 270 |         } | 
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| 271 |     } | 
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| 272 |  | 
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| 273 |     //! Function sets whether Bullet should react itself to a collision | 
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| 274 |     void WorldEntity::collisionResponseActivityChanged() | 
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| 275 |     { | 
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| 276 |         if (this->hasPhysics()) | 
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| 277 |         { | 
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| 278 |             if (this->bCollisionResponseActive_) | 
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| 279 |                 this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & | 
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| 280 |                     ~btCollisionObject::CF_NO_CONTACT_RESPONSE); | 
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| 281 |             else | 
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| 282 |                 this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() | | 
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| 283 |                     btCollisionObject::CF_NO_CONTACT_RESPONSE); | 
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| 284 |         } | 
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| 285 |     } | 
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| 286 |  | 
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| 287 |     /** | 
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| 288 |     @brief | 
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| 289 |         Attaches a child WorldEntity to this object. This calls notifyBeingAttached() | 
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| 290 |         of the child WE. | 
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| 291 |     @Note | 
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| 292 |         The collision shape of the child object gets attached nevertheless. That also means | 
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| 293 |         that you can change the collision shape of the child and it correctly cascadeds the changes to this instance. | 
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| 294 |         Be aware of this implication: When implementing attaching of kinematic objects to others, you have to change | 
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| 295 |         this behaviour because you then might not want to merge the collision shapes. | 
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| 296 |     */ | 
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| 297 |     void WorldEntity::attach(WorldEntity* object) | 
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| 298 |     { | 
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| 299 |         if (object == this) | 
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| 300 |         { | 
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| 301 |             COUT(2) << "Warning: Can't attach a WorldEntity to itself." << std::endl; | 
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| 302 |             return; | 
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| 303 |         } | 
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| 304 |  | 
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| 305 |         if (!object->notifyBeingAttached(this)) | 
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| 306 |             return; | 
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| 307 |  | 
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| 308 |         this->attachNode(object->node_); | 
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| 309 |         this->children_.insert(object); | 
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| 310 |  | 
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| 311 |         this->attachCollisionShape(object->collisionShape_); | 
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| 312 |         // mass | 
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| 313 |         this->childrenMass_ += object->getMass(); | 
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| 314 |         recalculateMassProps(); | 
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| 315 |     } | 
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| 316 |  | 
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| 317 |     /** | 
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| 318 |     @brief | 
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| 319 |         Function gets called when this object is being attached to a new parent. | 
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| 320 |  | 
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| 321 |         This operation is only allowed if the collision types "like" each other. | 
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| 322 |         - You cannot a attach a non physical object to a physical one. | 
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| 323 |         - Dynamic object can NOT be attached at all. | 
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| 324 |         - It is also not possible to attach a kinematic to a dynamic one. | 
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| 325 |         - Attaching of kinematic objects otherwise is not yet supported. | 
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| 326 |     */ | 
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| 327 |     bool WorldEntity::notifyBeingAttached(WorldEntity* newParent) | 
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| 328 |     { | 
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| 329 |         // check first whether attaching is even allowed | 
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| 330 |         if (this->hasPhysics()) | 
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| 331 |         { | 
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| 332 |             if (!newParent->hasPhysics()) | 
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| 333 |             { | 
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| 334 |                 COUT(2) << "Warning: Cannot attach a physical object to a non physical one." << std::endl; | 
|---|
| 335 |                 return false; | 
|---|
| 336 |             } | 
|---|
| 337 |             else if (this->isDynamic()) | 
|---|
| 338 |             { | 
|---|
| 339 |                 COUT(2) << "Warning: Cannot attach a dynamic object to a WorldEntity." << std::endl; | 
|---|
| 340 |                 return false; | 
|---|
| 341 |             } | 
|---|
| 342 |             else if (this->isKinematic() && newParent->isDynamic()) | 
|---|
| 343 |             { | 
|---|
| 344 |                 COUT(2) << "Warning: Cannot attach a kinematic object to a dynamic one." << std::endl; | 
|---|
| 345 |                 return false; | 
|---|
| 346 |             } | 
|---|
| 347 |             else if (this->isKinematic()) | 
|---|
| 348 |             { | 
|---|
| 349 |                 COUT(2) << "Warning: Cannot attach a kinematic object to a static or kinematic one: Not yet implemented." << std::endl; | 
|---|
| 350 |                 return false; | 
|---|
| 351 |             } | 
|---|
| 352 |         } | 
|---|
| 353 |  | 
|---|
| 354 |         if (this->isPhysicsActive()) | 
|---|
| 355 |             this->bPhysicsActiveBeforeAttaching_ = true; | 
|---|
| 356 |         this->deactivatePhysics(); | 
|---|
| 357 |  | 
|---|
| 358 |         if (this->parent_) | 
|---|
| 359 |             this->detachFromParent(); | 
|---|
| 360 |  | 
|---|
| 361 |         this->parent_ = newParent; | 
|---|
| 362 |         this->parentID_ = newParent->getObjectID(); | 
|---|
| 363 |  | 
|---|
| 364 |         this->parentChanged(); | 
|---|
| 365 |  | 
|---|
| 366 |         // apply transform to collision shape | 
|---|
| 367 |         this->collisionShape_->setPosition(this->getPosition()); | 
|---|
| 368 |         this->collisionShape_->setOrientation(this->getOrientation()); | 
|---|
| 369 |         // TODO: Scale | 
|---|
| 370 |  | 
|---|
| 371 |         return true; | 
|---|
| 372 |     } | 
|---|
| 373 |  | 
|---|
| 374 |     /** | 
|---|
| 375 |     @brief | 
|---|
| 376 |         Detaches a child WorldEntity from this instance. | 
|---|
| 377 |     */ | 
|---|
| 378 |     void WorldEntity::detach(WorldEntity* object) | 
|---|
| 379 |     { | 
|---|
| 380 |         if (this->children_.find(object) == this->children_.end()) | 
|---|
| 381 |         { | 
|---|
| 382 |             CCOUT(2) << "Warning: Cannot detach an object that is not a child." << std::endl; | 
|---|
| 383 |             return; | 
|---|
| 384 |         } | 
|---|
| 385 |  | 
|---|
| 386 |         // collision shapes | 
|---|
| 387 |         this->detachCollisionShape(object->collisionShape_); | 
|---|
| 388 |  | 
|---|
| 389 |         // mass | 
|---|
| 390 |         if (object->getMass() > 0.0f) | 
|---|
| 391 |         { | 
|---|
| 392 |             this->childrenMass_ -= object->getMass(); | 
|---|
| 393 |             recalculateMassProps(); | 
|---|
| 394 |         } | 
|---|
| 395 |  | 
|---|
| 396 |         this->detachNode(object->node_); | 
|---|
| 397 |         this->children_.erase(object); | 
|---|
| 398 |  | 
|---|
| 399 |         object->notifyDetached(); | 
|---|
| 400 |     } | 
|---|
| 401 |  | 
|---|
| 402 |     /** | 
|---|
| 403 |     @brief | 
|---|
| 404 |         Function gets called when the object has been detached from its parent. | 
|---|
| 405 |     */ | 
|---|
| 406 |     void WorldEntity::notifyDetached() | 
|---|
| 407 |     { | 
|---|
| 408 |         this->parent_ = 0; | 
|---|
| 409 |         this->parentID_ = OBJECTID_UNKNOWN; | 
|---|
| 410 |  | 
|---|
| 411 |         this->parentChanged(); | 
|---|
| 412 |  | 
|---|
| 413 |         // reset orientation of the collisionShape (cannot be set within a WE usually) | 
|---|
| 414 |         this->collisionShape_->setPosition(Vector3::ZERO); | 
|---|
| 415 |         this->collisionShape_->setOrientation(Quaternion::IDENTITY); | 
|---|
| 416 |         // TODO: Scale | 
|---|
| 417 |  | 
|---|
| 418 |         if (this->bPhysicsActiveBeforeAttaching_) | 
|---|
| 419 |         { | 
|---|
| 420 |             this->activatePhysics(); | 
|---|
| 421 |             this->bPhysicsActiveBeforeAttaching_ = false; | 
|---|
| 422 |         } | 
|---|
| 423 |     } | 
|---|
| 424 |  | 
|---|
| 425 |     //! Returns an attached object (merely for XMLPort). | 
|---|
| 426 |     WorldEntity* WorldEntity::getAttachedObject(unsigned int index) | 
|---|
| 427 |     { | 
|---|
| 428 |         unsigned int i = 0; | 
|---|
| 429 |         for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it) | 
|---|
| 430 |         { | 
|---|
| 431 |             if (i == index) | 
|---|
| 432 |                 return (*it); | 
|---|
| 433 |             ++i; | 
|---|
| 434 |         } | 
|---|
| 435 |         return 0; | 
|---|
| 436 |     } | 
|---|
| 437 |  | 
|---|
| 438 |     //! Attaches an Ogre::SceneNode to this WorldEntity. | 
|---|
| 439 |     void WorldEntity::attachNode(Ogre::SceneNode* node) | 
|---|
| 440 |     { | 
|---|
| 441 |         Ogre::Node* parent = node->getParent(); | 
|---|
| 442 |         if (parent) | 
|---|
| 443 |             parent->removeChild(node); | 
|---|
| 444 |         this->node_->addChild(node); | 
|---|
| 445 |     } | 
|---|
| 446 |  | 
|---|
| 447 |     //! Detaches an Ogre::SceneNode from this WorldEntity. | 
|---|
| 448 |     void WorldEntity::detachNode(Ogre::SceneNode* node) | 
|---|
| 449 |     { | 
|---|
| 450 |         this->node_->removeChild(node); | 
|---|
| 451 | //        this->getScene()->getRootSceneNode()->addChild(node); | 
|---|
| 452 |     } | 
|---|
| 453 |  | 
|---|
| 454 |     //! Attaches an Ogre::MovableObject to this WorldEntity. | 
|---|
| 455 |     void WorldEntity::attachOgreObject(Ogre::MovableObject* object) | 
|---|
| 456 |     { | 
|---|
| 457 |         this->node_->attachObject(object); | 
|---|
| 458 |     } | 
|---|
| 459 |  | 
|---|
| 460 |     //! Detaches an Ogre::MovableObject from this WorldEntity. | 
|---|
| 461 |     void WorldEntity::detachOgreObject(Ogre::MovableObject* object) | 
|---|
| 462 |     { | 
|---|
| 463 |         this->node_->detachObject(object); | 
|---|
| 464 |     } | 
|---|
| 465 |  | 
|---|
| 466 |     //! Detaches an Ogre::MovableObject (by string) from this WorldEntity. | 
|---|
| 467 |     Ogre::MovableObject* WorldEntity::detachOgreObject(const Ogre::String& name) | 
|---|
| 468 |     { | 
|---|
| 469 |         return this->node_->detachObject(name); | 
|---|
| 470 |     } | 
|---|
| 471 |  | 
|---|
| 472 |     //! Attaches a collision Shape to this object (delegated to the internal CompoundCollisionShape) | 
|---|
| 473 |     void WorldEntity::attachCollisionShape(CollisionShape* shape) | 
|---|
| 474 |     { | 
|---|
| 475 |         this->collisionShape_->attach(shape); | 
|---|
| 476 |         // Note: this->collisionShape_ already notifies us of any changes. | 
|---|
| 477 |     } | 
|---|
| 478 |  | 
|---|
| 479 |     //! Detaches a collision Shape from this object (delegated to the internal CompoundCollisionShape) | 
|---|
| 480 |     void WorldEntity::detachCollisionShape(CollisionShape* shape) | 
|---|
| 481 |     { | 
|---|
| 482 |         // Note: The collision shapes may not be detached with this function! | 
|---|
| 483 |         this->collisionShape_->detach(shape); | 
|---|
| 484 |         // Note: this->collisionShape_ already notifies us of any changes. | 
|---|
| 485 |     } | 
|---|
| 486 |  | 
|---|
| 487 |     //! Returns an attached collision Shape of this object (delegated to the internal CompoundCollisionShape) | 
|---|
| 488 |     CollisionShape* WorldEntity::getAttachedCollisionShape(unsigned int index) | 
|---|
| 489 |     { | 
|---|
| 490 |         return this->collisionShape_->getAttachedShape(index); | 
|---|
| 491 |     } | 
|---|
| 492 |  | 
|---|
| 493 |     // Note: These functions are placed in WorldEntity.h as inline functions for the release build. | 
|---|
| 494 | #ifndef NDEBUG | 
|---|
| 495 |     const Vector3& WorldEntity::getPosition() const | 
|---|
| 496 |     { | 
|---|
| 497 |         return this->node_->getPosition(); | 
|---|
| 498 |     } | 
|---|
| 499 |  | 
|---|
| 500 |     const Quaternion& WorldEntity::getOrientation() const | 
|---|
| 501 |     { | 
|---|
| 502 |         return this->node_->getOrientation(); | 
|---|
| 503 |     } | 
|---|
| 504 |  | 
|---|
| 505 |     const Vector3& WorldEntity::getScale3D() const | 
|---|
| 506 |     { | 
|---|
| 507 |         return this->node_->getScale(); | 
|---|
| 508 |     } | 
|---|
| 509 | #endif | 
|---|
| 510 |  | 
|---|
| 511 |     //! Returns the position relative to the root space | 
|---|
| 512 |     const Vector3& WorldEntity::getWorldPosition() const | 
|---|
| 513 |     { | 
|---|
| 514 |         return this->node_->_getDerivedPosition(); | 
|---|
| 515 |     } | 
|---|
| 516 |  | 
|---|
| 517 |     //! Returns the orientation relative to the root space | 
|---|
| 518 |     const Quaternion& WorldEntity::getWorldOrientation() const | 
|---|
| 519 |     { | 
|---|
| 520 |         return this->node_->_getDerivedOrientation(); | 
|---|
| 521 |     } | 
|---|
| 522 |  | 
|---|
| 523 |     //! Returns the scaling applied relative to the root space in 3 coordinates | 
|---|
| 524 |     const Vector3& WorldEntity::getWorldScale3D() const | 
|---|
| 525 |     { | 
|---|
| 526 |         return this->node_->_getDerivedScale(); | 
|---|
| 527 |     } | 
|---|
| 528 |  | 
|---|
| 529 |     /** | 
|---|
| 530 |     @brief | 
|---|
| 531 |         Returns the scaling applied relative to the root space in 3 coordinates | 
|---|
| 532 |     @return | 
|---|
| 533 |         Returns the scaling if it is uniform, 1.0f otherwise. | 
|---|
| 534 |     */ | 
|---|
| 535 |     float WorldEntity::getWorldScale() const | 
|---|
| 536 |     { | 
|---|
| 537 |         Vector3 scale = this->getWorldScale3D(); | 
|---|
| 538 |         return (scale.x == scale.y && scale.x == scale.z) ? scale.x : 1; | 
|---|
| 539 |     } | 
|---|
| 540 |  | 
|---|
| 541 |     /** | 
|---|
| 542 |     @brief | 
|---|
| 543 |         Sets the three dimensional scaling of this object. | 
|---|
| 544 |     @Note | 
|---|
| 545 |         Scaling physical objects has not yet been implemented and is therefore forbidden. | 
|---|
| 546 |     */ | 
|---|
| 547 |     void WorldEntity::setScale3D(const Vector3& scale) | 
|---|
| 548 |     { | 
|---|
| 549 | /* | 
|---|
| 550 | HACK HACK HACK | 
|---|
| 551 |         if (bScalePhysics && this->hasPhysics() && scale != Vector3::UNIT_SCALE) | 
|---|
| 552 |         { | 
|---|
| 553 |             CCOUT(2) << "Warning: Cannot set the scale of a physical object: Not yet implemented. Ignoring scaling." << std::endl; | 
|---|
| 554 |             return; | 
|---|
| 555 |         } | 
|---|
| 556 | HACK HACK HACK | 
|---|
| 557 | */ | 
|---|
| 558 |         this->node_->setScale(scale); | 
|---|
| 559 |  | 
|---|
| 560 |         this->changedScale(); | 
|---|
| 561 |     } | 
|---|
| 562 |  | 
|---|
| 563 |     /** | 
|---|
| 564 |     @brief | 
|---|
| 565 |         Translates this WorldEntity by a vector. | 
|---|
| 566 |     @param relativeTo | 
|---|
| 567 |         @see TransformSpace::Enum | 
|---|
| 568 |     */ | 
|---|
| 569 |     void WorldEntity::translate(const Vector3& distance, TransformSpace::Enum relativeTo) | 
|---|
| 570 |     { | 
|---|
| 571 |         switch (relativeTo) | 
|---|
| 572 |         { | 
|---|
| 573 |         case TransformSpace::Local: | 
|---|
| 574 |             // position is relative to parent so transform downwards | 
|---|
| 575 |             this->setPosition(this->getPosition() + this->getOrientation() * distance); | 
|---|
| 576 |             break; | 
|---|
| 577 |         case TransformSpace::Parent: | 
|---|
| 578 |             this->setPosition(this->getPosition() + distance); | 
|---|
| 579 |             break; | 
|---|
| 580 |         case TransformSpace::World: | 
|---|
| 581 |             // position is relative to parent so transform upwards | 
|---|
| 582 |             if (this->node_->getParent()) | 
|---|
| 583 |                 setPosition(getPosition() + (node_->getParent()->_getDerivedOrientation().Inverse() * distance) | 
|---|
| 584 |                     / node_->getParent()->_getDerivedScale()); | 
|---|
| 585 |             else | 
|---|
| 586 |                 this->setPosition(this->getPosition() + distance); | 
|---|
| 587 |             break; | 
|---|
| 588 |         } | 
|---|
| 589 |     } | 
|---|
| 590 |  | 
|---|
| 591 |     /** | 
|---|
| 592 |     @brief | 
|---|
| 593 |         Rotates this WorldEntity by a quaternion. | 
|---|
| 594 |     @param relativeTo | 
|---|
| 595 |         @see TransformSpace::Enum | 
|---|
| 596 |     */ | 
|---|
| 597 |     void WorldEntity::rotate(const Quaternion& rotation, TransformSpace::Enum relativeTo) | 
|---|
| 598 |     { | 
|---|
| 599 |         switch(relativeTo) | 
|---|
| 600 |         { | 
|---|
| 601 |         case TransformSpace::Local: | 
|---|
| 602 |             this->setOrientation(this->getOrientation() * rotation); | 
|---|
| 603 |             break; | 
|---|
| 604 |         case TransformSpace::Parent: | 
|---|
| 605 |             // Rotations are normally relative to local axes, transform up | 
|---|
| 606 |             this->setOrientation(rotation * this->getOrientation()); | 
|---|
| 607 |             break; | 
|---|
| 608 |         case TransformSpace::World: | 
|---|
| 609 |             // Rotations are normally relative to local axes, transform up | 
|---|
| 610 |             this->setOrientation(this->getOrientation() * this->getWorldOrientation().Inverse() | 
|---|
| 611 |                 * rotation * this->getWorldOrientation()); | 
|---|
| 612 |             break; | 
|---|
| 613 |         } | 
|---|
| 614 |     } | 
|---|
| 615 |  | 
|---|
| 616 |     /** | 
|---|
| 617 |     @brief | 
|---|
| 618 |         Makes this WorldEntity look a specific target location. | 
|---|
| 619 |     @param relativeTo | 
|---|
| 620 |         @see TransformSpace::Enum | 
|---|
| 621 |     @param localDirectionVector | 
|---|
| 622 |         The vector which normally describes the natural direction of the object, usually -Z. | 
|---|
| 623 |     */ | 
|---|
| 624 |     void WorldEntity::lookAt(const Vector3& target, TransformSpace::Enum relativeTo, const Vector3& localDirectionVector) | 
|---|
| 625 |     { | 
|---|
| 626 |         Vector3 origin; | 
|---|
| 627 |         switch (relativeTo) | 
|---|
| 628 |         { | 
|---|
| 629 |         case TransformSpace::Local: | 
|---|
| 630 |             origin = Vector3::ZERO; | 
|---|
| 631 |             break; | 
|---|
| 632 |         case TransformSpace::Parent: | 
|---|
| 633 |             origin = this->getPosition(); | 
|---|
| 634 |             break; | 
|---|
| 635 |         case TransformSpace::World: | 
|---|
| 636 |             origin = this->getWorldPosition(); | 
|---|
| 637 |             break; | 
|---|
| 638 |         } | 
|---|
| 639 |         this->setDirection(target - origin, relativeTo, localDirectionVector); | 
|---|
| 640 |     } | 
|---|
| 641 |  | 
|---|
| 642 |     /** | 
|---|
| 643 |     @brief | 
|---|
| 644 |         Makes this WorldEntity look in specific direction. | 
|---|
| 645 |     @param relativeTo | 
|---|
| 646 |         @see TransformSpace::Enum | 
|---|
| 647 |     @param localDirectionVector | 
|---|
| 648 |         The vector which normally describes the natural direction of the object, usually -Z. | 
|---|
| 649 |     */ | 
|---|
| 650 |     void WorldEntity::setDirection(const Vector3& direction, TransformSpace::Enum relativeTo, const Vector3& localDirectionVector) | 
|---|
| 651 |     { | 
|---|
| 652 |         Quaternion savedOrientation(this->getOrientation()); | 
|---|
| 653 |         Ogre::Node::TransformSpace ogreRelativeTo; | 
|---|
| 654 |         switch (relativeTo) | 
|---|
| 655 |         { | 
|---|
| 656 |         case TransformSpace::Local: | 
|---|
| 657 |             ogreRelativeTo = Ogre::Node::TS_LOCAL; break; | 
|---|
| 658 |         case TransformSpace::Parent: | 
|---|
| 659 |             ogreRelativeTo = Ogre::Node::TS_PARENT; break; | 
|---|
| 660 |         case TransformSpace::World: | 
|---|
| 661 |             ogreRelativeTo = Ogre::Node::TS_WORLD; break; | 
|---|
| 662 |         default: OrxAssert(false, "Faulty TransformSpace::Enum assigned."); | 
|---|
| 663 |         } | 
|---|
| 664 |         this->node_->setDirection(direction, ogreRelativeTo, localDirectionVector); | 
|---|
| 665 |         Quaternion newOrientation(this->node_->getOrientation()); | 
|---|
| 666 |         this->node_->setOrientation(savedOrientation); | 
|---|
| 667 |         this->setOrientation(newOrientation); | 
|---|
| 668 |     } | 
|---|
| 669 |  | 
|---|
| 670 |     //! Activates physics if the CollisionType is not None. | 
|---|
| 671 |     void WorldEntity::activatePhysics() | 
|---|
| 672 |     { | 
|---|
| 673 |         if (this->isActive() && this->hasPhysics() && !this->isPhysicsActive() && !this->parent_) | 
|---|
| 674 |         { | 
|---|
| 675 |             this->getScene()->addPhysicalObject(this); | 
|---|
| 676 |             this->bPhysicsActive_ = true; | 
|---|
| 677 |             this->bPhysicsActiveSynchronised_ = true; | 
|---|
| 678 |         } | 
|---|
| 679 |     } | 
|---|
| 680 |  | 
|---|
| 681 |     //! Deactivates physics but the CollisionType does not change. | 
|---|
| 682 |     void WorldEntity::deactivatePhysics() | 
|---|
| 683 |     { | 
|---|
| 684 |         if (this->isPhysicsActive()) | 
|---|
| 685 |         { | 
|---|
| 686 |             this->getScene()->removePhysicalObject(this); | 
|---|
| 687 |             this->bPhysicsActive_ = false; | 
|---|
| 688 |             this->bPhysicsActiveSynchronised_ = false; | 
|---|
| 689 |         } | 
|---|
| 690 |     } | 
|---|
| 691 |  | 
|---|
| 692 |     //! Tells whether the object has already been added to the Bullet physics World. | 
|---|
| 693 |     bool WorldEntity::addedToPhysicalWorld() const | 
|---|
| 694 |     { | 
|---|
| 695 |         return this->physicalBody_ && this->physicalBody_->isInWorld(); | 
|---|
| 696 |     } | 
|---|
| 697 |  | 
|---|
| 698 |     /** | 
|---|
| 699 |     @brief | 
|---|
| 700 |         Sets the CollisionType. This alters the object significantly! @see CollisionType. | 
|---|
| 701 |     @Note | 
|---|
| 702 |         Operation does not work on attached WorldEntities. | 
|---|
| 703 |     */ | 
|---|
| 704 |     void WorldEntity::setCollisionType(CollisionType type) | 
|---|
| 705 |     { | 
|---|
| 706 |         if (this->collisionType_ == type) | 
|---|
| 707 |             return; | 
|---|
| 708 |  | 
|---|
| 709 |         // If we are already attached to a parent, this would be a bad idea.. | 
|---|
| 710 |         if (this->parent_) | 
|---|
| 711 |         { | 
|---|
| 712 |             CCOUT(2) << "Warning: Cannot set the collision type of a WorldEntity with a parent." << std::endl; | 
|---|
| 713 |             return; | 
|---|
| 714 |         } | 
|---|
| 715 |  | 
|---|
| 716 |         // Check for type legality. Could be StaticEntity or MobileEntity. | 
|---|
| 717 |         if (!this->isCollisionTypeLegal(type)) | 
|---|
| 718 |             return; | 
|---|
| 719 |  | 
|---|
| 720 |         if (this->isPhysicsActive()) | 
|---|
| 721 |             this->deactivatePhysics(); | 
|---|
| 722 |  | 
|---|
| 723 |         bool bReactivatePhysics = true; | 
|---|
| 724 |         if (this->hasPhysics() && !this->isPhysicsActive()) | 
|---|
| 725 |             bReactivatePhysics = false; | 
|---|
| 726 |  | 
|---|
| 727 |         // Check whether we have to create or destroy. | 
|---|
| 728 |         if (type != None && this->collisionType_ == None) | 
|---|
| 729 |         { | 
|---|
| 730 | /* | 
|---|
| 731 | HACK HACK HACK | 
|---|
| 732 |             // Check whether there was some scaling applied. | 
|---|
| 733 |             if (!this->node_->getScale().positionEquals(Vector3(1, 1, 1), 0.001)) | 
|---|
| 734 |             { | 
|---|
| 735 |                 CCOUT(2) << "Warning: Cannot create a physical body if there is scaling applied to the node: Not yet implemented." << std::endl; | 
|---|
| 736 |                 return; | 
|---|
| 737 |             } | 
|---|
| 738 | HACK HACK HACK | 
|---|
| 739 | */ | 
|---|
| 740 |             // Create new rigid body | 
|---|
| 741 |             btRigidBody::btRigidBodyConstructionInfo bodyConstructionInfo(0, this, this->collisionShape_->getCollisionShape()); | 
|---|
| 742 |             this->physicalBody_ = new btRigidBody(bodyConstructionInfo); | 
|---|
| 743 |             this->physicalBody_->setUserPointer(this); | 
|---|
| 744 |             this->physicalBody_->setActivationState(DISABLE_DEACTIVATION); | 
|---|
| 745 |         } | 
|---|
| 746 |         else if (type == None && this->collisionType_ != None) | 
|---|
| 747 |         { | 
|---|
| 748 |             // Destroy rigid body | 
|---|
| 749 |             assert(this->physicalBody_); | 
|---|
| 750 |             deactivatePhysics(); | 
|---|
| 751 |             delete this->physicalBody_; | 
|---|
| 752 |             this->physicalBody_ = 0; | 
|---|
| 753 |             this->collisionType_ = None; | 
|---|
| 754 |             this->collisionTypeSynchronised_ = None; | 
|---|
| 755 |             return; | 
|---|
| 756 |         } | 
|---|
| 757 |  | 
|---|
| 758 |         // Change type | 
|---|
| 759 |         switch (type) | 
|---|
| 760 |         { | 
|---|
| 761 |         case Dynamic: | 
|---|
| 762 |             this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_STATIC_OBJECT & !btCollisionObject::CF_KINEMATIC_OBJECT); | 
|---|
| 763 |             break; | 
|---|
| 764 |         case Kinematic: | 
|---|
| 765 |             this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_STATIC_OBJECT | btCollisionObject::CF_KINEMATIC_OBJECT); | 
|---|
| 766 |             break; | 
|---|
| 767 |         case Static: | 
|---|
| 768 |             this->physicalBody_->setCollisionFlags(this->physicalBody_->getCollisionFlags() & !btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT); | 
|---|
| 769 |             break; | 
|---|
| 770 |         case None: | 
|---|
| 771 |             assert(false); // Doesn't happen | 
|---|
| 772 |             return; | 
|---|
| 773 |         } | 
|---|
| 774 |         this->collisionType_ = type; | 
|---|
| 775 |         this->collisionTypeSynchronised_ = type; | 
|---|
| 776 |  | 
|---|
| 777 |         // update mass and inertia tensor | 
|---|
| 778 |         recalculateMassProps(); | 
|---|
| 779 |         internalSetPhysicsProps(); | 
|---|
| 780 |         collisionCallbackActivityChanged(); | 
|---|
| 781 |         collisionResponseActivityChanged(); | 
|---|
| 782 |         if (bReactivatePhysics) | 
|---|
| 783 |             activatePhysics(); | 
|---|
| 784 |     } | 
|---|
| 785 |  | 
|---|
| 786 |     //! Sets the CollisionType by string (used for the XMLPort) | 
|---|
| 787 |     void WorldEntity::setCollisionTypeStr(const std::string& typeStr) | 
|---|
| 788 |     { | 
|---|
| 789 |         std::string typeStrLower = getLowercase(typeStr); | 
|---|
| 790 |         CollisionType type; | 
|---|
| 791 |         if (typeStrLower == "dynamic") | 
|---|
| 792 |             type = Dynamic; | 
|---|
| 793 |         else if (typeStrLower == "static") | 
|---|
| 794 |             type = Static; | 
|---|
| 795 |         else if (typeStrLower == "kinematic") | 
|---|
| 796 |             type = Kinematic; | 
|---|
| 797 |         else if (typeStrLower == "none") | 
|---|
| 798 |             type = None; | 
|---|
| 799 |         else | 
|---|
| 800 |             ThrowException(ParseError, std::string("Attempting to set an unknown collision type: '") + typeStr + "'."); | 
|---|
| 801 |         this->setCollisionType(type); | 
|---|
| 802 |     } | 
|---|
| 803 |  | 
|---|
| 804 |     //! Gets the CollisionType by string (used for the XMLPort) | 
|---|
| 805 |     std::string WorldEntity::getCollisionTypeStr() const | 
|---|
| 806 |     { | 
|---|
| 807 |         switch (this->getCollisionType()) | 
|---|
| 808 |         { | 
|---|
| 809 |             case Dynamic: | 
|---|
| 810 |                 return "dynamic"; | 
|---|
| 811 |             case Kinematic: | 
|---|
| 812 |                 return "kinematic"; | 
|---|
| 813 |             case Static: | 
|---|
| 814 |                 return "static"; | 
|---|
| 815 |             case None: | 
|---|
| 816 |                 return "none"; | 
|---|
| 817 |             default: | 
|---|
| 818 |                 assert(false); | 
|---|
| 819 |                 return ""; | 
|---|
| 820 |         } | 
|---|
| 821 |     } | 
|---|
| 822 |  | 
|---|
| 823 |     /** | 
|---|
| 824 |     @brief | 
|---|
| 825 |         Recalculates the accumulated child mass and calls recalculateMassProps() | 
|---|
| 826 |         and notifies the parent of the change. | 
|---|
| 827 |     @Note | 
|---|
| 828 |         Called by a child WE | 
|---|
| 829 |     */ | 
|---|
| 830 |     void WorldEntity::notifyChildMassChanged() | 
|---|
| 831 |     { | 
|---|
| 832 |         // Note: CollisionShape changes of a child get handled over the internal CompoundCollisionShape already | 
|---|
| 833 |         // Recalculate mass | 
|---|
| 834 |         this->childrenMass_ = 0.0f; | 
|---|
| 835 |         for (std::set<WorldEntity*>::const_iterator it = this->children_.begin(); it != this->children_.end(); ++it) | 
|---|
| 836 |             this->childrenMass_ += (*it)->getMass(); | 
|---|
| 837 |         recalculateMassProps(); | 
|---|
| 838 |         // Notify parent WE | 
|---|
| 839 |         if (this->parent_) | 
|---|
| 840 |             parent_->notifyChildMassChanged(); | 
|---|
| 841 |     } | 
|---|
| 842 |  | 
|---|
| 843 |     /** | 
|---|
| 844 |     @brief | 
|---|
| 845 |         Undertakes the necessary steps to change the collision shape in Bullet, even at runtime. | 
|---|
| 846 |     @Note | 
|---|
| 847 |         - called by this->collisionShape_ | 
|---|
| 848 |         - May have a REALLY big overhead when called continuously at runtime, because then we need | 
|---|
| 849 |           to remove the physical body from Bullet and add it again. | 
|---|
| 850 |     */ | 
|---|
| 851 |     void WorldEntity::notifyCollisionShapeChanged() | 
|---|
| 852 |     { | 
|---|
| 853 |         if (hasPhysics()) | 
|---|
| 854 |         { | 
|---|
| 855 |             // Bullet doesn't like sudden changes of the collision shape, so we remove and add it again | 
|---|
| 856 |             if (this->addedToPhysicalWorld()) | 
|---|
| 857 |             { | 
|---|
| 858 |                 this->deactivatePhysics(); | 
|---|
| 859 |                 this->physicalBody_->setCollisionShape(this->collisionShape_->getCollisionShape()); | 
|---|
| 860 |                 this->activatePhysics(); | 
|---|
| 861 |             } | 
|---|
| 862 |             else | 
|---|
| 863 |                 this->physicalBody_->setCollisionShape(this->collisionShape_->getCollisionShape()); | 
|---|
| 864 |         } | 
|---|
| 865 |         recalculateMassProps(); | 
|---|
| 866 |     } | 
|---|
| 867 |  | 
|---|
| 868 |     //! Updates all mass dependent parameters (mass, inertia tensor and child mass) | 
|---|
| 869 |     void WorldEntity::recalculateMassProps() | 
|---|
| 870 |     { | 
|---|
| 871 |         // Store local inertia for faster access. Evaluates to (0,0,0) if there is no collision shape. | 
|---|
| 872 |         float totalMass = this->mass_ + this->childrenMass_; | 
|---|
| 873 |         this->collisionShape_->calculateLocalInertia(totalMass, this->localInertia_); | 
|---|
| 874 |         if (this->hasPhysics()) | 
|---|
| 875 |         { | 
|---|
| 876 |             if (this->isStatic()) | 
|---|
| 877 |             { | 
|---|
| 878 |                 // Just set everything to zero | 
|---|
| 879 |                 this->physicalBody_->setMassProps(0.0f, btVector3(0, 0, 0)); | 
|---|
| 880 |             } | 
|---|
| 881 |             else if ((this->mass_ + this->childrenMass_) == 0.0f) | 
|---|
| 882 |             { | 
|---|
| 883 |                 // Use default values to avoid very large or very small values | 
|---|
| 884 |                 CCOUT(4) << "Warning: Setting the internal physical mass to 1.0 because mass_ is 0.0" << std::endl; | 
|---|
| 885 |                 btVector3 inertia(0, 0, 0); | 
|---|
| 886 |                 this->collisionShape_->calculateLocalInertia(1.0f, inertia); | 
|---|
| 887 |                 this->physicalBody_->setMassProps(1.0f, inertia); | 
|---|
| 888 |             } | 
|---|
| 889 |             else | 
|---|
| 890 |             { | 
|---|
| 891 |                 this->physicalBody_->setMassProps(totalMass, this->localInertia_); | 
|---|
| 892 |             } | 
|---|
| 893 |         } | 
|---|
| 894 |     } | 
|---|
| 895 |  | 
|---|
| 896 |     //! Copies our own parameters for restitution, angular factor, dampings and friction to the bullet rigid body. | 
|---|
| 897 |     void WorldEntity::internalSetPhysicsProps() | 
|---|
| 898 |     { | 
|---|
| 899 |         if (this->hasPhysics()) | 
|---|
| 900 |         { | 
|---|
| 901 |             this->physicalBody_->setRestitution(this->restitution_); | 
|---|
| 902 |             this->physicalBody_->setAngularFactor(this->angularFactor_); | 
|---|
| 903 |             this->physicalBody_->setDamping(this->linearDamping_, this->angularDamping_); | 
|---|
| 904 |             this->physicalBody_->setFriction(this->friction_); | 
|---|
| 905 |         } | 
|---|
| 906 |     } | 
|---|
| 907 | } | 
|---|