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WorldObjectAbstract.cpp
162 lines (128 loc) · 4.6 KB
/
WorldObjectAbstract.cpp
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#include "WorldObjectAbstract.hpp"
#include <iostream>
int WorldObjectAbstract::worldObject_id_counter = 0;
WorldObjectAbstract::WorldObjectAbstract()
{
// This gives every new WorldObjectAbstract a new ID
worldObject_id = worldObject_id_counter;
worldObject_id_counter++;
std::cout << worldObject_id << std::endl;
}
WorldObjectAbstract::~WorldObjectAbstract()
{
}
// ======================
// Public Methods
// ======================
void WorldObjectAbstract::updateAsClient(Ogre::Vector3 pos, Ogre::Quaternion rot)
{
worldObjectSceneNode->setPosition(pos[0], pos[1], pos[2]);
worldObjectSceneNode->setOrientation(rot[0], rot[1], rot[2], rot[3]);
}
void WorldObjectAbstract::updateAsClient(double timeSinceLastFrame, Ogre::Vector3 pos, Ogre::Quaternion rot)
{
worldObjectSceneNode->setPosition(pos[0], pos[1], pos[2]);
worldObjectSceneNode->setOrientation(rot[0], rot[1], rot[2], rot[3]);
}
void WorldObjectAbstract::updateAsClient(double timeSinceLastFrame, Ogre::Vector3 pos, Ogre::Quaternion rot, Ogre::Camera*)
{
worldObjectSceneNode->setPosition(pos[0], pos[1], pos[2]);
worldObjectSceneNode->setOrientation(rot[0], rot[1], rot[2], rot[3]);
}
Ogre::Vector3 WorldObjectAbstract::getVisualPosition()
{
return worldObjectSceneNode->getPosition();
}
Ogre::Quaternion WorldObjectAbstract::getVisualOrientation()
{
return worldObjectSceneNode->getOrientation();
}
int WorldObjectAbstract::getUniqueId()
{
return worldObject_id_counter;
}
// ======================
// Protected Methods
// ======================
void WorldObjectAbstract::resetPosition(Ogre::Vector3 new_pos)
{
btTransform trans;
worldObjectRigidBody->getMotionState()->getWorldTransform(trans);
trans.setOrigin(btVector3(new_pos[0], new_pos[1], new_pos[2]));
worldObjectRigidBody->setLinearVelocity(btVector3(0, 0, 0));
//----------------------------------
// Set new position and velocity
//----------------------------------
btMotionState *motionState = worldObjectRigidBody->getMotionState();
motionState->setWorldTransform(trans);
worldObjectRigidBody->setMotionState (motionState);
}
void WorldObjectAbstract::resetPosition(Ogre::Vector3 new_pos, Ogre::Quaternion new_quat)
{
std::cout << new_quat[0] << " " << new_quat[1] << " " << new_quat[2] << " " << new_quat[3] << std::endl;
btTransform trans;
worldObjectRigidBody->getMotionState()->getWorldTransform(trans);
trans.setOrigin(btVector3(new_pos[0], new_pos[1], new_pos[2]));
trans.setRotation(btQuaternion(new_quat[0], new_quat[1], new_quat[2], new_quat[3]));
worldObjectRigidBody->setLinearVelocity(btVector3(0, 0, 0));
//----------------------------------
// Set new position and velocity
//----------------------------------
btMotionState *motionState = worldObjectRigidBody->getMotionState();
motionState->setWorldTransform(trans);
worldObjectRigidBody->setMotionState (motionState);
}
void WorldObjectAbstract::resetVelocity(Ogre::Vector3 dir, float vel)
{
worldObjectRigidBody->setLinearVelocity(btVector3(vel * dir[0], vel * dir[1], vel * dir[2]));
}
void WorldObjectAbstract::updateWorldObjectVisual()
{
worldObjectSceneNode->setOrientation(getRigidBodyOrientation());
worldObjectSceneNode->setPosition(getRigidBodyPosition());
}
Ogre::Vector3 WorldObjectAbstract::getRigidBodyPosition()
{
btTransform trans;
worldObjectRigidBody->getMotionState()->getWorldTransform(trans);
return Ogre::Vector3(trans.getOrigin().getX(), trans.getOrigin().getY(), trans.getOrigin().getZ());
}
Ogre::Quaternion WorldObjectAbstract::getRigidBodyOrientation()
{
btTransform trans;
worldObjectRigidBody->getMotionState()->getWorldTransform(trans);
btQuaternion rotation = trans.getRotation();
return Ogre::Quaternion(float(rotation.w()),
float(rotation.x()),
float(rotation.y()),
float(rotation.z()));
}
// ======================
// Private Methods
// ======================
void WorldObjectAbstract::attachToDynamicWorld(PhysicsWrapper* physics)
{
physics->add_object_to_dynamicWorld(worldObjectRigidBody);
}
// ========================================
// Abstract methods
// ========================================
void WorldObjectAbstract::update()
{
updateWorldObjectVisual();
}
void WorldObjectAbstract::initWorldObject(Ogre::SceneManager* m_pSceneMgr, PhysicsWrapper* physics)
{
createRigidBody(physics);
createSceneNode(m_pSceneMgr);
if(physics != NULL)
attachToDynamicWorld(physics);
}
void WorldObjectAbstract::createRigidBody(PhysicsWrapper* physics)
{
std::cout << "WorldObjectAbstract::createRigidBody()" << std::endl;
}
void WorldObjectAbstract::createSceneNode(Ogre::SceneManager* m_pSceneMgr)
{
std::cout << "WorldObjectAbstract::createSceneNode()" << std::endl;
}