#include "EntityBase.h" #include "coll2d.h" namespace Engine { /** \brief Copy constructor */ inline EntityPhysicState::EntityPhysicState (const EntityPhysicState& state): mId (state.mId), mBaseType (state.mBaseType), mPosition (state.mPosition), mOrientation (state.mOrientation), mVelocity (state.mVelocity), mAngleVelocity (state.mAngleVelocity), mStatic (state.mStatic), mAlive (state.mAlive), mContactNormals(state.mContactNormals) { mShape = state.mShape->getCopy(); }; /** \brief Assignment operator */ inline EntityPhysicState& EntityPhysicState::operator= (const EntityPhysicState& state) { if (this != &state) { mId = state.mId; mBaseType = state.mBaseType; mPosition = state.mPosition; mOrientation = state.mOrientation; mVelocity = state.mVelocity; mAngleVelocity = state.mAngleVelocity; mShape = state.mShape->getCopy(); mStatic = state.mStatic; mAlive = state.mAlive; mContactNormals = state.mContactNormals; } return *this; } vector3d& EntityPhysicState::GetPosition () { return mPosition; } vector3d& EntityPhysicState::GetVelocity () { return mVelocity; } vector3d& EntityPhysicState::GetOrientation () { return mOrientation; } float& EntityPhysicState::GetAngleVelocity () { return mAngleVelocity; } void EntityPhysicState::SetPosition (const vector3d &position) { mPosition = position; } void EntityPhysicState::SetVelocity (const vector3d &velocity) { mVelocity = velocity; } void EntityPhysicState::SetOrientation (const vector3d &orientation) { mOrientation = orientation; } void EntityPhysicState::SetAngleVelocity (const float &angle_velocity) { mAngleVelocity = angle_velocity; } void EntityPhysicState::Globalize (vector3d &vec) { // make a copy of the local coordinates vector3d local (vec); // calculate sin and cos for the current rotation float sintheta, costheta; sintheta = sin (- mOrientation[1] * M_PI / 180); costheta = cos (- mOrientation[1] * M_PI / 180); // rotation vec[0] = - sintheta * local[2] + costheta * local[0]; vec[1] = local[1]; vec[2] = costheta * local[2] + sintheta * local[0] ; // and translation vec += mPosition; } void EntityPhysicState::Localize (vector3d &vec) { // translation vec -= mPosition; vector3d global (vec); // calculate sin and cos for the current rotation float sintheta, costheta; sintheta = sin (mOrientation[1] * M_PI / 180); costheta = cos (mOrientation[1] * M_PI / 180); // rotation vec[0] = - sintheta * global[2] + costheta * global[0]; vec[1] = global[1]; vec[2] = costheta * global[2] + sintheta * global[0] ; } void EntityPhysicState::GlobalizeRotation (vector3d &vec) { // make a copy of the local coordinates vector3d local (vec); // calculate sin and cos for the current rotation float sintheta, costheta; sintheta = sin (- mOrientation[1] * M_PI / 180); costheta = cos (- mOrientation[1] * M_PI / 180); // rotation vec[0] = - sintheta * local[2] + costheta * local[0]; vec[1] = local[1]; vec[2] = costheta * local[2] + sintheta * local[0] ; } void EntityPhysicState::LocalizeRotation (vector3d &vec) { vector3d global (vec); // calculate sin and cos for the current rotation float sintheta, costheta; sintheta = sin (mOrientation[1] * M_PI / 180); costheta = cos (mOrientation[1] * M_PI / 180); // rotation vec[0] = - sintheta * global[2] + costheta * global[0]; vec[1] = global[1]; vec[2] = costheta * global[2] + sintheta * global[0] ; } void EntityPhysicState::UpdateShape () { assert (mShape); mShape->setPosition (mPosition); mShape->setAngle (mOrientation[1] * M_PI / 180); mShape->setVelocity (mVelocity); mShape->setAngleVelocity (mAngleVelocity); } }