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source: code/branches/AI_HS15/src/orxonox/controllers/CommonController.cc @ 10731

Last change on this file since 10731 was 10731, checked in by gania, 9 years ago

added a little bit of firing functionality

File size: 6.4 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      Dominik Solenicki
26 *
27 */
28#include "controllers/CommonController.h"
29
30namespace orxonox
31{
32
33    RegisterClass(CommonController);
34    static const float SPEED = 0.6f;
35    static const float ROTATEFACTOR = 0.2f;
36
37    CommonController::CommonController(Context* context) : Controller(context)
38    {
39
40        RegisterObject(CommonController);
41    }
42
43
44    CommonController::~CommonController()
45    {
46    }
47
48
49
50
51    bool CommonController::setWingman (CommonController* wingman)
52    {
53        return false;
54    }
55   
56    bool CommonController::hasWingman()
57    {
58        return true;
59    }
60
61
62
63
64    void CommonController::setTargetPosition(const Vector3& target)
65    {
66        this->targetPosition_ = target;
67        this->bHasTargetPosition_ = true;
68    }
69
70    void CommonController::setTargetOrientation(const Quaternion& orient)
71    {
72        this->targetOrientation_=orient;
73        this->bHasTargetOrientation_=true;
74    }
75
76    void CommonController::setTargetOrientation(ControllableEntity* target)
77    {
78        if (target)
79            setTargetOrientation(target->getOrientation());
80    }
81
82    /*void CommonController::spin()
83    {
84        this->moveToTargetPosition();
85        this->getControllableEntity()->rotateRoll(8.0f);
86    }
87    void CommonController::turn180()
88    {
89        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_);
90
91        this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x);
92        this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y);
93
94        this->getControllableEntity()->moveFrontBack(SPEED);
95    }*/
96
97
98
99    //copy the Roll orientation of given Quaternion.
100    void CommonController::copyOrientation(const Quaternion& orient)
101    {
102        //roll angle difference in radian
103        float diff=orient.getRoll(false).valueRadians()-(this->getControllableEntity()->getOrientation().getRoll(false).valueRadians());
104        while(diff>math::twoPi) diff-=math::twoPi;
105        while(diff<-math::twoPi) diff+=math::twoPi;
106        this->getControllableEntity()->rotateRoll(-diff);
107    }
108    void CommonController::copyTargetOrientation()
109    {
110        if (bHasTargetOrientation_)
111        {   
112            copyOrientation(targetOrientation_);
113        }
114    }
115
116
117
118
119    void CommonController::moveToTargetPosition()
120    {
121        this->moveToPosition(this->targetPosition_);
122    }
123    void CommonController::moveToPosition(const Vector3& target)
124    {
125        if (!this->getControllableEntity())
126            return;
127       
128        //100 is (so far) the smallest tolerance (empirically found) that can be reached,
129        //with smaller distance spaceships can't reach position and go circles around it instead
130        int tolerance = 100;
131
132        ControllableEntity* entity = this->getControllableEntity();
133        Vector2 coord = get2DViewCoordinates
134            (entity->getPosition(), 
135            entity->getOrientation() * WorldEntity::FRONT, 
136            entity->getOrientation() * WorldEntity::UP, 
137            target);
138
139        float distance = (target - this->getControllableEntity()->getPosition()).length();
140
141        //rotates should be in range [-1,+1], clamp cuts off all that is not
142        float rotateX = clamp(coord.x * 10, -1.0f, 1.0f);
143        float rotateY = clamp(coord.y * 10, -1.0f, 1.0f);
144
145       
146        if (distance > tolerance)
147        {
148            //Yaw and Pitch are enough to start facing the target
149            this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR * rotateX);
150            this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR * rotateY);
151
152            //300 works, maybe less is better
153            if (distance < 300)
154            {
155                //Change roll when close. When Spaceship faces target, roll doesn't affect it's trajectory
156                //It's important that roll is not changed in the process of changing yaw and pitch
157                //Wingmen won't face same direction as Leaders, but when Leaders start moving
158                //Yaw and Pitch will adapt.
159                if (bHasTargetOrientation_)
160                {
161                    copyTargetOrientation();
162                }
163            }
164            this->getControllableEntity()->moveFrontBack(1.2f*SPEED);
165        }
166        else
167        {     
168            bHasTargetPosition_ = false;
169            bHasTargetOrientation_ = false;
170        }
171    }
172    void CommonController::doFire()
173    {
174         if (this->isLookingAtTarget(math::pi / 20.0f))
175            this->getControllableEntity()->fire(0); //ai uses lens flare if they're close enough to the target
176    }
177    bool CommonController::isLookingAtTarget(float angle) const
178    {
179        if (!this->getControllableEntity())
180            return false;
181
182        return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle);
183    }
184
185    void CommonController::aimAtTarget()
186    {
187        if (!this->target_ || !this->getControllableEntity())
188            return;
189
190        static const float hardcoded_projectile_speed = 750;
191
192        Vector3 aimPosition = getPredictedPosition(this->getControllableEntity()->getWorldPosition(), 
193            hardcoded_projectile_speed, this->target_->getWorldPosition(), this->target_->getVelocity());
194
195        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
196        if (pawn)
197            pawn->setAimPosition(aimPosition);
198    }
199   
200 
201
202}
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