| [2072] | 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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| [2304] | 23 | *      Reto Grieder | 
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| [2072] | 24 | *   Co-authors: | 
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| [2201] | 25 | *      Martin Stypinski | 
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| [2072] | 26 | * | 
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|  | 27 | */ | 
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|  | 28 |  | 
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| [2408] | 29 | #include "MobileEntity.h" | 
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| [2072] | 30 |  | 
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| [2426] | 31 | #include <OgreSceneNode.h> | 
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| [3196] | 32 | #include <BulletDynamics/Dynamics/btRigidBody.h> | 
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| [2303] | 33 |  | 
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| [2072] | 34 | #include "core/CoreIncludes.h" | 
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|  | 35 | #include "core/XMLPort.h" | 
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| [8727] | 36 |  | 
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| [5735] | 37 | #include "Scene.h" | 
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| [2292] | 38 |  | 
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| [2072] | 39 | namespace orxonox | 
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|  | 40 | { | 
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| [9667] | 41 | RegisterClass(MobileEntity); | 
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|  | 42 |  | 
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|  | 43 | MobileEntity::MobileEntity(Context* context) : WorldEntity(context) | 
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| [2072] | 44 | { | 
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| [2408] | 45 | RegisterObject(MobileEntity); | 
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| [2072] | 46 |  | 
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| [2374] | 47 | this->linearAcceleration_  = Vector3::ZERO; | 
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|  | 48 | this->linearVelocity_      = Vector3::ZERO; | 
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|  | 49 | this->angularAcceleration_ = Vector3::ZERO; | 
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|  | 50 | this->angularVelocity_     = Vector3::ZERO; | 
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| [2072] | 51 | } | 
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|  | 52 |  | 
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| [2408] | 53 | MobileEntity::~MobileEntity() | 
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| [2072] | 54 | { | 
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|  | 55 | } | 
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|  | 56 |  | 
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| [2408] | 57 | void MobileEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| [2072] | 58 | { | 
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| [2408] | 59 | SUPER(MobileEntity, XMLPort, xmlelement, mode); | 
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| [2300] | 60 |  | 
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| [2408] | 61 | XMLPortParamTemplate(MobileEntity, "velocity",     setVelocity,     getVelocity,     xmlelement, mode, const Vector3&); | 
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| [2491] | 62 |  | 
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|  | 63 | Vector3 rotationAxis(this->getRotationAxis()); | 
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|  | 64 | Degree rotationRate = this->getRotationRate(); | 
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|  | 65 | XMLPortParamVariable(MobileEntity, "rotationaxis", rotationAxis, xmlelement, mode); | 
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|  | 66 | XMLPortParamVariable(MobileEntity, "rotationrate", rotationRate, xmlelement, mode); | 
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|  | 67 | if (mode == XMLPort::LoadObject) | 
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|  | 68 | { | 
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|  | 69 | if (rotationAxis == Vector3::ZERO) | 
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|  | 70 | this->setAngularVelocity(Vector3::ZERO); | 
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|  | 71 | else | 
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|  | 72 | this->setAngularVelocity(rotationAxis.normalisedCopy() * rotationRate.valueRadians()); | 
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|  | 73 | } | 
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| [2072] | 74 | } | 
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|  | 75 |  | 
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| [2408] | 76 | void MobileEntity::tick(float dt) | 
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| [2374] | 77 | { | 
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|  | 78 | if (this->isActive()) | 
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|  | 79 | { | 
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|  | 80 | // Check whether Bullet doesn't do the physics for us | 
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|  | 81 | if (!this->isDynamic()) | 
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|  | 82 | { | 
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|  | 83 | // Linear part | 
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|  | 84 | this->linearVelocity_.x += this->linearAcceleration_.x * dt; | 
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|  | 85 | this->linearVelocity_.y += this->linearAcceleration_.y * dt; | 
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|  | 86 | this->linearVelocity_.z += this->linearAcceleration_.z * dt; | 
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|  | 87 | this->node_->translate(this->linearVelocity_ * dt); | 
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|  | 88 |  | 
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|  | 89 | // Angular part | 
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|  | 90 | // Note: angularVelocity_ is a Quaternion with w = 0 while angularAcceleration_ is a Vector3 | 
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|  | 91 | this->angularVelocity_.x += angularAcceleration_.x * dt; | 
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|  | 92 | this->angularVelocity_.y += angularAcceleration_.y * dt; | 
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|  | 93 | this->angularVelocity_.z += angularAcceleration_.z * dt; | 
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|  | 94 | // Calculate new orientation with quaternion derivative. This is about 30% faster than with angle/axis method. | 
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| [3196] | 95 | float mult = dt * 0.5f; | 
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| [2374] | 96 | // TODO: this could be optimized by writing it out. The calls currently create 4 new Quaternions! | 
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|  | 97 | Quaternion newOrientation(0.0f, this->angularVelocity_.x * mult, this->angularVelocity_.y * mult, this->angularVelocity_.z * mult); | 
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|  | 98 | newOrientation = this->node_->getOrientation() + newOrientation * this->node_->getOrientation(); | 
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|  | 99 | newOrientation.normalise(); | 
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|  | 100 | this->node_->setOrientation(newOrientation); | 
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|  | 101 | } | 
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|  | 102 | } | 
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|  | 103 | } | 
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|  | 104 |  | 
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| [2408] | 105 | void MobileEntity::setPosition(const Vector3& position) | 
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| [2292] | 106 | { | 
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|  | 107 | if (this->isDynamic()) | 
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|  | 108 | { | 
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|  | 109 | btTransform transf = this->physicalBody_->getWorldTransform(); | 
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|  | 110 | transf.setOrigin(btVector3(position.x, position.y, position.z)); | 
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|  | 111 | this->physicalBody_->setWorldTransform(transf); | 
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| [2201] | 112 | } | 
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| [2300] | 113 |  | 
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|  | 114 | this->node_->setPosition(position); | 
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| [2201] | 115 | } | 
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|  | 116 |  | 
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| [2408] | 117 | void MobileEntity::setOrientation(const Quaternion& orientation) | 
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| [2292] | 118 | { | 
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|  | 119 | if (this->isDynamic()) | 
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|  | 120 | { | 
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|  | 121 | btTransform transf = this->physicalBody_->getWorldTransform(); | 
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| [2374] | 122 | transf.setRotation(btQuaternion(orientation.x, orientation.y, orientation.z, orientation.w)); | 
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| [2292] | 123 | this->physicalBody_->setWorldTransform(transf); | 
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| [2201] | 124 | } | 
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| [2300] | 125 |  | 
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|  | 126 | this->node_->setOrientation(orientation); | 
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| [2201] | 127 | } | 
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|  | 128 |  | 
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| [2408] | 129 | void MobileEntity::setVelocity(const Vector3& velocity) | 
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| [2300] | 130 | { | 
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|  | 131 | if (this->isDynamic()) | 
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| [2374] | 132 | this->physicalBody_->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z)); | 
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|  | 133 |  | 
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|  | 134 | this->linearVelocity_ = velocity; | 
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|  | 135 | } | 
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|  | 136 |  | 
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| [2408] | 137 | void MobileEntity::setAngularVelocity(const Vector3& velocity) | 
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| [2374] | 138 | { | 
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|  | 139 | if (this->isDynamic()) | 
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|  | 140 | this->physicalBody_->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z)); | 
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|  | 141 |  | 
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|  | 142 | this->angularVelocity_ = velocity; | 
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|  | 143 | } | 
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|  | 144 |  | 
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| [2408] | 145 | void MobileEntity::setAcceleration(const Vector3& acceleration) | 
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| [2374] | 146 | { | 
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|  | 147 | if (this->isDynamic()) | 
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| [8706] | 148 | { | 
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| [2374] | 149 | this->physicalBody_->applyCentralForce(btVector3(acceleration.x * this->getMass(), acceleration.y * this->getMass(), acceleration.z * this->getMass())); | 
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| [8706] | 150 | } | 
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| [2374] | 151 |  | 
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| [8727] | 152 | // If not bullet-managed (deprecated? SpaceShip doesn't use this anymore for movement) TODO: Find out! | 
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| [2374] | 153 | this->linearAcceleration_ = acceleration; | 
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|  | 154 | } | 
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|  | 155 |  | 
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| [8727] | 156 | /** | 
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|  | 157 | @brief | 
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|  | 158 | Adds the input acceleration at the input position to the MobileEntity. | 
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|  | 159 | @param acceleration | 
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|  | 160 | The acceleration to be additionally applied to the MobileEntity. | 
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|  | 161 | @param relativePosition | 
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|  | 162 | The position relative to the MobileEntity at which the acceleration is applied. | 
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|  | 163 | */ | 
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| [8706] | 164 | void MobileEntity::addAcceleration(const Vector3 &acceleration, const Vector3 &relativePosition) | 
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|  | 165 | { | 
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|  | 166 | if(this->isDynamic()) | 
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|  | 167 | { | 
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|  | 168 | this->physicalBody_->applyForce(this->getMass() * btVector3(acceleration.x, acceleration.y, acceleration.z), btVector3(relativePosition.x, relativePosition.y, relativePosition.z)); | 
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|  | 169 | } | 
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|  | 170 | } | 
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|  | 171 |  | 
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| [2408] | 172 | void MobileEntity::setAngularAcceleration(const Vector3& acceleration) | 
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| [2374] | 173 | { | 
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|  | 174 | if (this->isDynamic()) | 
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| [2292] | 175 | { | 
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| [2374] | 176 | btVector3 inertia(btVector3(1, 1, 1) / this->physicalBody_->getInvInertiaDiagLocal()); | 
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|  | 177 | this->physicalBody_->applyTorque(btVector3(acceleration.x, acceleration.y, acceleration.z) * inertia); | 
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| [2292] | 178 | } | 
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| [2300] | 179 |  | 
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| [2374] | 180 | this->angularAcceleration_ = acceleration; | 
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| [2201] | 181 | } | 
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|  | 182 |  | 
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| [3033] | 183 | void MobileEntity::applyCentralForce(const Vector3& force) | 
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|  | 184 | { | 
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|  | 185 | if (this->isDynamic()) | 
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|  | 186 | this->physicalBody_->applyCentralForce(btVector3(force.x * this->getMass(), force.y * this->getMass(), force.z * this->getMass())); | 
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|  | 187 | } | 
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|  | 188 |  | 
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| [2408] | 189 | bool MobileEntity::isCollisionTypeLegal(WorldEntity::CollisionType type) const | 
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| [2298] | 190 | { | 
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|  | 191 | if (type == WorldEntity::Static) | 
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|  | 192 | { | 
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| [8858] | 193 | orxout(internal_warning) << "Cannot tell a MobileEntity to have static collision type! Ignoring." << endl; | 
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| [2454] | 194 | assert(false); // Only in debug mode | 
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| [2298] | 195 | return false; | 
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|  | 196 | } | 
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|  | 197 | else | 
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|  | 198 | return true; | 
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|  | 199 | } | 
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|  | 200 |  | 
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| [2408] | 201 | void MobileEntity::setWorldTransform(const btTransform& worldTrans) | 
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| [2292] | 202 | { | 
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|  | 203 | // We use a dynamic body. So we translate our node accordingly. | 
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|  | 204 | this->node_->setPosition(Vector3(worldTrans.getOrigin().x(), worldTrans.getOrigin().y(), worldTrans.getOrigin().z())); | 
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| [2780] | 205 | btQuaternion temp(worldTrans.getRotation()); | 
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|  | 206 | this->node_->setOrientation(Quaternion(temp.w(), temp.x(), temp.y(), temp.z())); | 
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| [2374] | 207 | this->linearVelocity_.x = this->physicalBody_->getLinearVelocity().x(); | 
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|  | 208 | this->linearVelocity_.y = this->physicalBody_->getLinearVelocity().y(); | 
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|  | 209 | this->linearVelocity_.z = this->physicalBody_->getLinearVelocity().z(); | 
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|  | 210 | this->angularVelocity_.x = this->physicalBody_->getAngularVelocity().x(); | 
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|  | 211 | this->angularVelocity_.y = this->physicalBody_->getAngularVelocity().y(); | 
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|  | 212 | this->angularVelocity_.z = this->physicalBody_->getAngularVelocity().z(); | 
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| [2292] | 213 | } | 
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|  | 214 |  | 
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| [2408] | 215 | void MobileEntity::getWorldTransform(btTransform& worldTrans) const | 
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| [2292] | 216 | { | 
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| [2374] | 217 | // We use a kinematic body | 
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| [2292] | 218 | worldTrans.setOrigin(btVector3(node_->getPosition().x, node_->getPosition().y, node_->getPosition().z)); | 
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| [2374] | 219 | worldTrans.setRotation(btQuaternion(node_->getOrientation().x, node_->getOrientation().y, node_->getOrientation().z, node_->getOrientation().w)); | 
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| [2300] | 220 | if (this->isDynamic()) | 
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|  | 221 | { | 
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|  | 222 | // This function gets called only once for dynamic objects to set the initial conditions | 
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| [2374] | 223 | // We have to set the velocities too. | 
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|  | 224 | this->physicalBody_->setLinearVelocity(btVector3(linearVelocity_.x, linearVelocity_.y, linearVelocity_.z)); | 
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|  | 225 | this->physicalBody_->setAngularVelocity(btVector3(angularVelocity_.x, angularVelocity_.y, angularVelocity_.z)); | 
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| [2300] | 226 | } | 
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| [2292] | 227 | } | 
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| [2072] | 228 | } | 
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