Example #1
0
bool
SoccerBase::MoveAndRotateAgent(shared_ptr<Transform> agent_aspect, const Vector3f& pos, float angle)
{
    Vector3f agentPos = agent_aspect->GetWorldTransform().Pos();

    shared_ptr<Transform> parent = shared_dynamic_cast<Transform>
            (agent_aspect->FindParentSupportingClass<Transform>().lock());

    if (parent.get() == 0)
    {
        agent_aspect->GetLog()->Error() << "(MoveAndRotateAgent) ERROR: can't get parent node.\n";
        return false;
    }

    Leaf::TLeafList leafList;

    parent->ListChildrenSupportingClass<Body>(leafList, true);

    if (leafList.size() == 0)
    {
        agent_aspect->GetLog()->Error()
            << "(MoveAndRotateAgent) ERROR: agent aspect doesn't have "
            << "children of type Body\n";

        return false;
    }

    shared_ptr<Body> body;
    GetAgentBody(agent_aspect, body);

    Matrix bodyR = body->GetRotation();
    bodyR.InvertRotationMatrix();
    Matrix mat;
    mat.RotationZ(gDegToRad(angle));
    mat *= bodyR;

    Leaf::TLeafList::iterator iter = leafList.begin();

    // move all child bodies
    for (iter;
         iter != leafList.end();
         ++iter
         )
        {
	       shared_ptr<Body> childBody =
                shared_dynamic_cast<Body>(*iter);

    	    Vector3f childPos = childBody->GetPosition();
            Matrix childR = childBody->GetRotation();
            childR = mat*childR;
    	    childBody->SetPosition(pos + mat.Rotate(childPos-agentPos));
    	    childBody->SetVelocity(Vector3f(0,0,0));
    	    childBody->SetAngularVelocity(Vector3f(0,0,0));
            childBody->SetRotation(childR);
    	}

    return true;
}
Example #2
0
bool
SoccerBase::MoveAgent(boost::shared_ptr<Transform> agent_aspect, const Vector3f& pos)
{
    Vector3f agentPos = agent_aspect->GetWorldTransform().Pos();

    boost::shared_ptr<Transform> parent = shared_dynamic_cast<Transform>
            (agent_aspect->FindParentSupportingClass<Transform>().lock());

    if (parent.get() == 0)
    {
        agent_aspect->GetLog()->Error() << "(MoveAgent) ERROR: can't get parent node.\n";
        return false;
    }

    Leaf::TLeafList leafList;

    parent->ListChildrenSupportingClass<RigidBody>(leafList, true);

    if (leafList.size() == 0)
    {
        agent_aspect->GetLog()->Error()
            << "(MoveAgent) ERROR: agent aspect doesn't have "
            << "children of type Body\n";

        return false;
    }

    Leaf::TLeafList::iterator iter = leafList.begin();

    // move all child bodies
    for (; iter != leafList.end(); ++iter)
    {
        boost::shared_ptr<RigidBody> childBody =
            shared_dynamic_cast<RigidBody>(*iter);

        Vector3f childPos = childBody->GetPosition();

        childBody->SetPosition(pos + (childPos-agentPos));
        childBody->SetVelocity(Vector3f(0,0,0));
        childBody->SetAngularVelocity(Vector3f(0,0,0));
    }

    return true;
}
Example #3
0
void
InitEffector::PrePhysicsUpdateInternal(float /*deltaTime*/)
{
    if ( ( mAction.get() == 0 ) ||
        (mGameState.get() == 0) ||
        (mAgentAspect.get() == 0)
        )
        {
            return;
        }

    boost::shared_ptr<InitAction> initAction =
        dynamic_pointer_cast<InitAction>(mAction);
    mAction.reset();

    if (initAction.get() == 0)
    {
        GetLog()->Error()
            << "ERROR: (InitEffector) cannot realize an unknown ActionObject\n";
        return;
    }

    // search for the AgentState
    boost::shared_ptr<AgentState> state = static_pointer_cast<AgentState>
        (mAgentAspect->GetChildOfClass("AgentState", true));

    if (state.get() == 0)
    {
        GetLog()->Error()
            << "ERROR: (InitEffector) cannot find AgentState\n";
        return;
    }

    // register the uniform number and team index to the GameStateAspect
    mGameState->RequestUniform
        (state, initAction->GetName(), initAction->GetNumber());

    TTeamIndex team = state->GetTeamIndex();

    // request an initial position for the agent and move it there
    Vector3f pos = mGameState->RequestInitPosition(team);
     // request the initial orientation for the agent and turn
    float angle = mGameState->RequestInitOrientation(team);

    SoccerBase::MoveAndRotateAgent(mAgentAspect, pos, angle);

#if 0
    Matrix mat;
    mat.RotationZ(gDegToRad(angle));

    // agents may be encapsulated in their own collision spaces, so we need
    // to get the parent of the parent of the agent aspect in this case
    boost::shared_ptr<Transform> parent = dynamic_pointer_cast<Transform>
        (mAgentAspect->GetParentSupportingClass("Transform").lock());
    
    
    if (parent.get() == 0)
	{
            GetLog()->Error()
                << "ERROR: (InitEffector) can not get parent of current agent aspect\n";

    	    return;
	}

    Leaf::TLeafList leafList;  

    // get absolute position of the agent
    Vector3f bodyPos = mAgentAspect->GetWorldTransform().Pos();

    // get all the bodies below the parent of the agent aspect
    parent->ListChildrenSupportingClass<Body>(leafList, true);

    if (leafList.size() == 0)
        {
            GetLog()->Error()
                << "ERROR: (InitEffector) agent aspect doesn't have "
                << "children of type Body \n";

            return;
        }

    Leaf::TLeafList::iterator iter = leafList.begin();
    
    // move all the child bodies to the new relative position
    for (iter;
         iter != leafList.end();
         ++iter
         )
        {    
            boost::shared_ptr<Body> childBody =
                dynamic_pointer_cast<Body>(*iter);
                
            Vector3f childPos = childBody->GetPosition();
            Matrix childR = childBody->GetRotation();
            childR = mat*childR;
            Vector3f newPos   = pos + (mat.Rotate(childPos-bodyPos));

            childBody->SetPosition(newPos);
            childBody->SetRotation(childR);
            childBody->SetVelocity(Vector3f(0,0,0));
            childBody->SetAngularVelocity(Vector3f(0,0,0));
        }
#endif
}