source: OGRE/trunk/ogrenew/ReferenceApplication/ReferenceAppLayer/include/OgreRefAppApplicationObject.h @ 692

Revision 692, 21.0 KB checked in by mattausch, 18 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of the OGRE Reference Application, a layer built
4on top of OGRE(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25#ifndef __REFAPP_APPLICATIONOBJECT_H__
26#define __REFAPP_APPLICATIONOBJECT_H__
27
28#include "OgreRefAppPrerequisites.h"
29
30namespace OgreRefApp {
31
32    /** This object is the base class for all discrete objects in the application.
33    @remarks
34        This object holds a reference to the underlying OGRE entity / entities which
35        comprise it, plus links to the additional properties required to make it
36        work in the application world.
37    @remarks
38        It extends the OGRE UserDefinedObject to allow reverse links from Ogre::Entity.
39        Note that this class does not override the UserDefinedObject's getTypeId method
40        because this class is abstract.
41    */
42    class _OgreRefAppExport ApplicationObject : public UserDefinedObject
43    {
44    protected:
45        // Visual component
46        SceneNode* mSceneNode;
47        Entity* mEntity;
48
49        /// Dynamics properties, must be set up by subclasses if dynamics enabled
50        dBody* mOdeBody;
51        /// Mass parameters
52        dMass mMass;
53
54
55        /// Collision proxies, must be set up if collision enabled
56        typedef std::list<dGeom*> CollisionProxyList;
57        CollisionProxyList mCollisionProxies;
58
59
60        bool mDynamicsEnabled;
61        bool mReenableIfInteractedWith;
62        bool mCollisionEnabled;
63
64                Real mBounceCoeffRestitution;
65                Real mBounceVelocityThreshold;
66                Real mSoftness;
67        Real mFriction;
68        Real mLinearVelDisableThreshold;
69        Real mAngularVelDisableThreshold;
70        Real mDisableTime;
71        Real mDisableTimeEnd;
72
73        // Set up method, must override
74        virtual void setUp(const String& name) = 0;
75        /** Internal method for updating the state of the collision proxies. */
76        virtual void updateCollisionProxies(void);
77
78        /** Internal method for testing the plane bounded region WorldFragment type. */
79        virtual bool testCollidePlaneBounds(SceneQuery::WorldFragment* wf);
80
81        /// Internal method for updating the query mask
82        virtual void setEntityQueryFlags(void);
83
84    public:
85        ApplicationObject(const String& name);
86        virtual ~ApplicationObject();
87
88        /** Sets the position of this object. */
89        virtual void setPosition(const Vector3& vec);
90        /** Sets the position of this object. */
91        virtual void setPosition(Real x, Real y, Real z);
92        /** Sets the orientation of this object. */
93        virtual void setOrientation(const Quaternion& orientation);
94        /** Gets the current position of this object. */
95        virtual const Vector3& getPosition(void);
96        /** Gets the current orientation of this object. */
97        virtual const Quaternion& getOrientation(void);
98
99        /// Updates the position of this game object from the simulation
100        virtual void _updateFromDynamics(void);
101
102        /// Returns whether or not this object is considered for collision.
103        virtual bool isCollisionEnabled(void);
104        /** Returns whether or not this object is physically simulated.
105        @remarks
106            Objects which are not physically simulated only move when their
107            SceneNode is manually altered.
108        */
109        virtual bool isDynamicsEnabled(void);
110        /** Sets whether or not this object is considered for collision.
111        @remarks
112            Objects which have collision enabled must set up an ODE
113            collision proxy as part of their setUp method.
114        */
115
116        /** Sets the linear and angular velocity thresholds, below which the
117        object will have it's dynamics automatically disabled for performance.
118        @remarks
119            These thresholds are used to speed up the simulation and to make it more
120            stable, by turning off dynamics for objects that appear to be at rest.
121            Otherwise, objects which are supposedly stationary can jitter when involved
122            in large stacks, and can consume unnecessary CPU time. Note that if another
123            object interacts with the disabled object, it will automatically reenable itself.
124        @par
125            If you never want to disable dynamics automatically for this object, just
126            set all the values to 0.
127        @param linearSq The squared linear velocity magnitude threshold
128        @param angularSq The squared angular velocity magnitude threshold
129        @param overTime The number of seconds over which the values must continue to be under
130            this threshold for the dynamics to be disabled. This is to catch cases
131            where the object almost stops moving because of a boundary condition, but
132            would speed up again later (e.g. box teetering on an edge).
133
134        */
135        virtual void setDynamicsDisableThreshold(Real linearSq, Real angularSq, Real overTime);
136
137        virtual void setCollisionEnabled(bool enabled);
138        /** Sets whether or not this object is physically simulated at this time.
139        @remarks
140            Objects which are not physically simulated only move when their
141            SceneNode is manually altered. Objects which are physically
142            simulated must set up an ODE body as part of their setUp method.
143        @par
144            You can also use this to temporarily turn off simulation on an object,
145            such that it is not simulated until some other object which IS simulated
146            comes in contact with it, or is attached to it with a joint.
147        @param enabled Specifies whether dynamics is enabled
148        @param reEnableOnInteraction If set to true, this object will reenable if some
149            other dynamically simulated object interacts with it
150        */
151        virtual void setDynamicsEnabled(bool enabled, bool reEnableOnInteraction = false);
152
153        /** Sets the 'bounciness' of this object.
154                 * @remarks
155                 * Only applies if this object has both collision and dynamics enabled.
156                 * When 2 movable objects collide, the greatest bounce parameters
157                 * from both objects apply, so even a non-bouncy object can
158                 * bounce if it hits a bouncy surface.
159                 * @param restitutionValue Coeeficient of restitution
160                 *              (0 for no bounce, 1 for perfect bounciness)
161                 * @param velocityThreshold Velocity below which no bounce will occur;
162                 *              this is a dampening value to ensure small velocities do not
163                 *              cause bounce.
164                 */
165                virtual void setBounceParameters(Real restitutionValue, Real velocityThreshold);
166                /** Gets the cefficient of restitution (bounciness) for this object. */
167                virtual Real getBounceRestitutionValue(void);
168                /** Gets the bounce velocity threshold for this object. */
169                virtual Real getBounceVelocityThreshold(void);
170
171                /** Sets the softness of this object, which determines how much it is allowed to
172                 * penetrate other objects.
173                 * @remarks
174                 *      This parameter only has meaning if collision and dynamics are enabled for this object.
175                 *      @param softness Softness factor (0 is completely hard). Softness will be combined from
176                 *              both objects involved in a collision to determine how much they will penetrate.
177                 */
178                virtual void setSoftness(Real softness);
179                /** Gets the softness factor of this object. */
180                virtual Real getSoftness(void);
181
182        /** Sets the Coulomb frictional coefficient for this object.
183        @remarks
184            This coefficient affects how much an object will slip when it comes
185            into contact with another object.
186        @param friction The Coulomb friction coefficient, valid from 0 to Math::POS_INFINITY.
187            0 means no friction, Math::POS_INFINITY means infinite friction ie no slippage.
188            Note that friction between these 2 bounds is more CPU intensive so use with caution.
189        */
190        virtual void setFriction(Real friction);
191        /** Gets the Coulomb frictional coefficient for this object. */
192        virtual Real getFriction(void);
193        /** Adds a linear force to this object, in object space, at the position indicated.
194        @remarks
195            All forces are applied, then reset after World::applyDynamics is called.
196        @param direction The force direction in object coordinates.
197        @param atPosition The position at which the force is to be applied, in object coordinates.
198        */
199        virtual void addForce(const Vector3& direction, const Vector3& atPosition = Vector3::ZERO);
200        /** Adds a linear force to this object, in object space, at the position indicated.
201        @remarks
202            All forces are applied, then reset after World::applyDynamics is called.
203        @param dir_x, dir_y, dir_z The force direction in object coordinates.
204        @param pos_x, pos_y, pos_z The position at which the force is to be applied, in object coordinates.
205        */
206        virtual void addForce(Real dir_x, Real dir_y, Real dir_z,
207            Real pos_x = 0, Real pos_y = 0, Real pos_z = 0);
208        /** Adds a linear force to this object, in world space, at the position indicated.
209        @remarks
210            All forces are applied, then reset after World::applyDynamics is called.
211        @param direction The force direction in world coordinates.
212        @param atPosition The position at which the force is to be applied, in world coordinates.
213        */
214        virtual void addForceWorldSpace(const Vector3& direction, const Vector3& atPosition = Vector3::ZERO);
215        /** Adds a linear force to this object, in world space, at the position indicated.
216        @remarks
217            All forces are applied, then reset after World::applyDynamics is called.
218        @param dir_x, dir_y, dir_z The force direction in world coordinates.
219        @param pos_x, pos_y, pos_z The position at which the force is to be applied, in world coordinates.
220        */
221        virtual void addForceWorldSpace(Real dir_x, Real dir_y, Real dir_z,
222        Real pos_x, Real pos_y, Real pos_z);
223        /** Adds rotational force to this object, in object space.
224        @remarks
225            All forces are applied, then reset after World::applyDynamics is called.
226        @param direction The direction of the torque to apply, in object space. */
227        virtual void addTorque(const Vector3& direction);
228        /** Adds rotational force to this object, in object space.
229        @remarks
230            All forces are applied, then reset after World::applyDynamics is called.
231        @param x, y, z The direction of the torque to apply, in object space. */
232        virtual void addTorque(Real x, Real y, Real z);
233        /** Adds rotational force to this object, in world space.
234        @remarks
235            All forces are applied, then reset after World::applyDynamics is called.
236        @param direction The direction of the torque to apply, in world space. */
237        virtual void addTorqueWorldSpace(const Vector3& direction);
238        /** Adds rotational force to this object, in world space.
239        @remarks
240            All forces are applied, then reset after World::applyDynamics is called.
241        @param x, y, z The direction of the torque to apply, in world space. */
242        virtual void addTorqueWorldSpace(Real x, Real y, Real z);
243
244        /** Tests to see if there is a detailed collision between this object and the object passed in.
245        @remarks
246            If there is a collision, both objects will be notified and if dynamics are enabled
247            on these objects, physics will be applied automatically.
248        @returns true if collision occurred
249
250        */
251        virtual bool testCollide(ApplicationObject* otherObj);
252
253        /** Tests to see if there is a detailed collision between this object and the
254            world fragment passed in.
255        @remarks
256            If there is a collision, the object will be notified and if dynamics are enabled
257            on this object, physics will be applied automatically.
258        @returns true if collision occurred
259        */
260        virtual bool testCollide(SceneQuery::WorldFragment* wf);
261
262        /** Contains information about a collision; used in the _notifyCollided call. */
263        struct CollisionInfo
264        {
265            /// The position in world coordinates at which the collision occurred
266            Vector3 position;
267            /// The normal in world coordinates of the collision surface
268            Vector3 normal;
269            /// Penetration depth
270            Real penetrationDepth;
271        };
272        /** This method is called automatically if testCollide indicates a real collision.
273        */
274        virtual void _notifyCollided(ApplicationObject* otherObj, const CollisionInfo& info);
275        /** This method is called automatically if testCollide indicates a real collision.
276        */
277        virtual void _notifyCollided(SceneQuery::WorldFragment* wf, const CollisionInfo& info);
278        /** Gets the SceneNode which is being used to represent this object's position in
279            the OGRE world. */
280        SceneNode* getSceneNode(void);
281        /** Gets the Entity which is being used to represent this object in the OGRE world. */
282        Entity* getEntity(void);
283        /** Gets the ODE body used to represent this object's mass and current velocity. */
284        dBody* getOdeBody(void);
285
286        /** Set the mass parameters of this object to represent a sphere.
287        @remarks
288            This method sets the mass and inertia properties of this object such
289            that it is like a sphere, ie center of gravity at the origin and
290            an even distribution of mass in all directions.
291        @param density Density of the sphere in Kg/m^3
292        @param radius of the sphere mass
293        */
294        void setMassSphere(Real density, Real radius);
295
296        /** Set the mass parameters of this object to represent a box.
297        @remarks
298            This method sets the mass and inertia properties of this object such
299            that it is like a box.
300        @param density Density of the box in Kg/m^3
301        @param dimensions Width, height and depth of the box.
302        @param orientation Optional orientation of the box.
303        */
304        void setMassBox(Real density, const Vector3& dimensions,
305            const Quaternion& orientation = Quaternion::IDENTITY);
306
307        /** Set the mass parameters of this object to represent a capped cylinder.
308        @remarks
309            This method sets the mass and inertia properties of this object such
310            that it is like a capped cylinder, by default lying along the Z-axis.
311        @param density Density of the cylinder in Kg/m^3
312        @param length Length of the cylinder
313        @param width Width of the cylinder
314        @param orientation Optional orientation if you wish the cylinder to lay
315            along a different axis from Z.
316        */
317        void setMassCappedCylinder(Real density, Real length, Real width,
318            const Quaternion& orientation = Quaternion::IDENTITY);
319
320        /** Sets the mass parameters manually, use only if you know how!
321        @param mass Mass in Kg
322        @param center The center of gravity
323        @param inertia The inertia matrix describing distribution of the mass around the body.
324        */
325        void setMassExpert(Real mass, const Vector3 center, const Matrix3 inertia);
326
327        /** Gets the ODE mass parameters for this object. */
328        const dMass* getOdeMass(void);
329
330        /** Sets the current linear velocity of this object.
331        @remarks
332            Only applicable if dynamics are enabled for this object. This method is useful
333            for starting an object off at a particular speed rather than applying forces to get
334            it there.
335        */
336        void setLinearVelocity(const Vector3& vel);
337        /** Sets the current linear velocity of this object.
338        @remarks
339            Only applicable if dynamics are enabled for this object. This method is useful
340            for starting an object off at a particular speed rather than applying forces to get
341            it there.
342        */
343        void setLinearVelocity(Real x, Real y, Real z);
344        /** Gets the current linear velocity of this object.
345        @remarks
346            Only applicable if dynamics are enabled for this object.
347        @returns Vector3 representing the velocity in units per second.
348        */
349        const Vector3& getLinearVelocity(void);
350
351        /** Gets the current angular velocity of this object.
352        @remarks
353            Only applicable if dynamics are enabled for this object.
354        @returns Vector3 representing the angular velocity in units per second around each axis.
355        */
356        const Vector3& getAngularVelocity(void);
357
358        /** Sets the current angular velocity of this object.
359        @remarks
360            Only applicable if dynamics are enabled for this object. This method is useful
361            for starting an object off rather than applying forces to get
362            it there.
363        */
364        void setAngularVelocity(const Vector3& vel);
365        /** Sets the current angular velocity of this object.
366        @remarks
367            Only applicable if dynamics are enabled for this object. This method is useful
368            for starting an object off rather than applying forces to get
369            it there.
370        */
371        void setAngularVelocity(Real x, Real y, Real z);
372
373        /** Moves the object along it's local  axes.
374            @par
375                This method moves the object by the supplied vector along the
376                local axes of the obect.
377            @param
378                d Vector with x,y,z values representing the translation.
379        */
380        virtual void translate(const Vector3& d);
381        /** Moves the object along it's local axes.
382            @par
383                This method moves the object by the supplied vector along the
384                local axes of the obect.
385            @param x, y z Real x, y and z values representing the translation.
386        */
387        virtual void translate(Real x, Real y, Real z);
388
389        /** Moves the object along the world axes.
390            @par
391                This method moves the object by the supplied vector along the
392                world axes.
393            @param
394                d Vector with x,y,z values representing the translation.
395        */
396        virtual void translateWorldSpace(const Vector3& d);
397        /** Moves the object along the world axes.
398            @par
399                This method moves the object by the supplied vector along the
400                local axes of the obect.
401            @param x, y z Real x, y and z values representing the translation.
402        */
403        virtual void translateWorldSpace(Real x, Real y, Real z);
404
405        /** Rotate the object around the local Z-axis.
406        */
407        virtual void roll(const Radian& angle);
408#ifndef OGRE_FORCE_ANGLE_TYPES
409        inline void roll(Real angleunits) {
410            roll ( Angle(angleunits) );
411        }
412#endif//OGRE_FORCE_ANGLE_TYPES
413
414        /** Rotate the object around the local X-axis.
415        */
416        virtual void pitch(const Radian& angle);
417#ifndef OGRE_FORCE_ANGLE_TYPES
418        inline void pitch(Real angleunits) {
419            pitch ( Angle(angleunits) );
420        }
421#endif//OGRE_FORCE_ANGLE_TYPES
422
423        /** Rotate the object around the local Y-axis.
424        */
425        virtual void yaw(const Radian& angle);
426#ifndef OGRE_FORCE_ANGLE_TYPES
427        inline void yaw(Real angleunits) {
428            yaw ( Angle(angleunits) );
429        }
430#endif//OGRE_FORCE_ANGLE_TYPES
431
432        /** Rotate the object around an arbitrary axis.
433        */
434        virtual void rotate(const Vector3& axis, const Radian& angle);
435#ifndef OGRE_FORCE_ANGLE_TYPES
436        inline void rotate(const Vector3& axis, Real angleunits) {
437            rotate ( axis, Angle(angleunits) );
438        }
439#endif//OGRE_FORCE_ANGLE_TYPES
440
441        /** Rotate the object around an aritrary axis using a Quarternion.
442        */
443        virtual void rotate(const Quaternion& q);
444
445
446    };
447
448
449} // namespace
450
451#endif
452
453
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