| [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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| [11071] | 191 |         if (type == WorldEntity::CollisionType::Static) | 
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| [2298] | 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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