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source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 6803

Last change on this file since 6803 was 6803, checked in by bensch, 18 years ago

trunk: WeaponManager fix

File size: 19.1 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Benjamin Knecht
13   co-programmer: Silvan Nellen
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "executor/executor.h"
20#include "space_ship.h"
21
22#include "objModel.h"
23#include "resource_manager.h"
24
25#include "weapons/weapon_manager.h"
26#include "weapons/test_gun.h"
27#include "weapons/turret.h"
28#include "weapons/cannon.h"
29
30#include "particle_emitter.h"
31#include "sprite_particles.h"
32
33#include "factory.h"
34#include "key_mapper.h"
35#include "event_handler.h"
36
37#include "network_game_manager.h"
38
39#include "power_ups/weapon_power_up.h"
40#include "power_ups/param_power_up.h"
41
42#include "graphics_engine.h"
43
44#include "plane.h"
45
46#include "state.h"
47#include "player.h"
48
49
50// #include "lib/gui/gl_gui/glgui_bar.h"
51// #include "lib/gui/gl_gui/glgui_pushbutton.h"
52
53
54using namespace std;
55
56CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP);
57
58/**
59 *  creates the controlable Spaceship
60 */
61SpaceShip::SpaceShip()
62{
63  this->init();
64}
65
66/**
67 *  destructs the spaceship, deletes alocated memory
68 */
69SpaceShip::~SpaceShip ()
70{
71}
72
73/**
74 * loads a Spaceships information from a specified file.
75 * @param fileName the name of the File to load the spaceship from (absolute path)
76 */
77SpaceShip::SpaceShip(const char* fileName)
78{
79  this->init();
80  TiXmlDocument doc(fileName);
81
82  if(!doc.LoadFile())
83  {
84    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName);
85    return;
86  }
87
88  this->loadParams(doc.RootElement());
89}
90
91/**
92 *  creates a new Spaceship from Xml Data
93 * @param root the xml element containing spaceship data
94
95   @todo add more parameters to load
96*/
97SpaceShip::SpaceShip(const TiXmlElement* root)
98{
99  this->init();
100  if (root != NULL)
101    this->loadParams(root);
102  else
103  {
104    this->loadModel("models/ships/reap_#.obj");
105  }
106
107}
108
109
110/**
111 * initializes a Spaceship
112 */
113void SpaceShip::init()
114{
115//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
116  this->setClassID(CL_SPACE_SHIP, "SpaceShip");
117
118  PRINTF(4)("SPACESHIP INIT\n");
119
120  //weapons:
121  Weapon* wpRight = new TestGun(0);
122  wpRight->setName("testGun Right");
123  Weapon* wpLeft = new TestGun(1);
124  wpLeft->setName("testGun Left");
125  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
126
127  cannon->setName("BFG");
128
129  this->addWeapon(wpLeft, 1, 0);
130  this->addWeapon(wpRight,1 ,1);
131  this->addWeapon(cannon, 0, 6);
132
133  this->getWeaponManager()->changeWeaponConfig(1);
134
135  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
136  bFire = false;
137  xMouse = yMouse = 0;
138  yInvert = 1;
139  mouseSensitivity = 0.001;
140  airViscosity = 0.05;
141  controlVelocityX = 25;
142  controlVelocityY = 150;
143  shipInertia = 1.5;
144//  cycle = 0.0;
145
146  this->setHealthMax(100);
147  this->setHealth(80);
148
149  travelSpeed = 40.0;
150  acceleration = 3;
151  this->velocity = this->getAbsDirX()*travelSpeed;
152  this->mouseDir = this->getAbsDir();
153  this->pitchDir = this->getAbsDir();
154
155//   GLGuiButton* button = new GLGuiPushButton();
156//    button->show();
157//    button->setLabel("orxonox");
158//    button->setBindNode(this);
159//     GLGuiBar* bar = new GLGuiBar();
160//     bar->show();
161//     bar->setValue(7.0);
162//     bar->setMaximum(10);
163//     bar->setSize2D( 20, 100);
164//     bar->setAbsCoor2D( 10, 200);
165
166  //add events to the eventlist
167  registerEvent(KeyMapper::PEV_UP);
168  registerEvent(KeyMapper::PEV_DOWN);
169  registerEvent(KeyMapper::PEV_LEFT);
170  registerEvent(KeyMapper::PEV_RIGHT);
171  //registerEvent(SDLK_q);
172  //registerEvent(SDLK_e);
173  registerEvent(KeyMapper::PEV_FIRE1);
174  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
175  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
176  //registerEvent(SDLK_PAGEUP);
177  //registerEvent(SDLK_PAGEDOWN);
178  registerEvent(EV_MOUSE_MOTION);
179
180  this->getWeaponManager()->setSlotCount(7);
181
182  this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0));
183  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
184
185  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
186  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
187
188  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
189  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
190
191  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
192  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
193
194  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
195  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
196
197  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
198  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
199//
200   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
201   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
202   //
203//   this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
204//   this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
205//
206//   this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
207//   this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
208
209  this->getWeaponManager()->getFixedTarget()->setParent(this);
210  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
211
212  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
213
214  this->burstEmitter = new ParticleEmitter(Vector(1,0,0), .01, 200, 0.0);
215  this->burstEmitter->setParent(this);
216  this->burstEmitter->setRelCoor(-1, .5, 0);
217  this->burstEmitter->setName("SpaceShip_Burst_emitter");
218
219  this->burstSystem = new SpriteParticles(1000);
220  this->burstSystem->addEmitter(this->burstEmitter);
221  this->burstSystem->setName("SpaceShip_Burst_System");
222  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
223  this->burstSystem->setLifeSpan(1.0, .3);
224  this->burstSystem->setRadius(0.0, 1.0);
225  this->burstSystem->setRadius(0.05, 1.0);
226  this->burstSystem->setRadius(.5, .8);
227  this->burstSystem->setRadius(1.0, 0);
228  this->burstSystem->setColor(0.0, .7,.7,1,.7);
229  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
230  this->burstSystem->setColor(0.5, .5,.5,.8,.8);
231  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
232
233}
234
235
236/**
237 * loads the Settings of a SpaceShip from an XML-element.
238 * @param root the XML-element to load the Spaceship's properties from
239 */
240void SpaceShip::loadParams(const TiXmlElement* root)
241{
242  Playable::loadParams(root);
243}
244
245
246void SpaceShip::enter()
247{
248  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
249  this->attachCamera();
250}
251
252void SpaceShip::leave()
253{
254  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
255  this->detachCamera();
256}
257
258
259/**
260 *  effect that occurs after the SpaceShip is spawned
261*/
262void SpaceShip::postSpawn ()
263{
264  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
265}
266
267/**
268 *  the action occuring if the spaceship left the game
269*/
270void SpaceShip::leftWorld ()
271{}
272
273WorldEntity* ref = NULL;
274/**
275 *  this function is called, when two entities collide
276 * @param entity: the world entity with whom it collides
277 *
278 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
279 */
280void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
281{
282  Playable::collidesWith(entity, location);
283  if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)
284  {
285    this->ADDWEAPON();
286    ref = entity;
287    }
288//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
289}
290
291/**
292 *  draws the spaceship after transforming it.
293*/
294void SpaceShip::draw () const
295{
296  WorldEntity::draw();
297  this->getWeaponManager()->draw();
298
299  //this->debug(0);
300}
301
302/**
303 *  the function called for each passing timeSnap
304 * @param time The timespan passed since last update
305*/
306void SpaceShip::tick (float time)
307{
308  this->getWeaponManager()->tick(time);
309  // weapon system manipulation
310  this->weaponAction();
311
312  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == this->getHostID() )
313   {
314    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
315    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
316    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
317    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
318
319    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
320
321    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
322    xMouse = yMouse = 0;
323   }
324
325
326//   if( this != State::getPlayer()->getControllable())
327//     return;
328
329  // spaceship controlled movement
330  this->calculateVelocity(time);
331
332  Vector move = velocity*time;
333
334  //orient the velocity in the direction of the spaceship.
335  travelSpeed = velocity.len();
336  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
337  velocity = (velocity.getNormalized())*travelSpeed;
338  this->burstEmitter->setEmissionRate(travelSpeed);
339  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
340
341  //orient the spaceship in direction of the mouse
342   rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
343   if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
344    this->setAbsDir( rotQuat);
345   //this->setAbsDirSoft(mouseDir,5);
346
347  // this is the air friction (necessary for a smooth control)
348  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
349  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
350
351  //other physics (gravity)
352  //if(travelSpeed < 120)
353  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
354
355  //hoover effect
356  //cycle += time;
357  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
358
359  //readjust
360  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
361  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
362
363  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
364
365  this->shiftCoor(move);
366
367
368}
369
370/**
371 *  calculate the velocity
372 * @param time the timeslice since the last frame
373*/
374void SpaceShip::calculateVelocity (float time)
375{
376  Vector accel(0.0, 0.0, 0.0);
377  /*
378  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
379  */
380  //float rotVal = 0.0;
381  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
382  /* calculate the direction in which the craft is heading  */
383
384  //Plane plane(Vector(0,1,0), Vector(0,0,0));
385
386  if( this->bUp )
387   {
388     //this->shiftCoor(this->getAbsDirX());
389      //accel += (this->getAbsDirX())*2;
390      accel += (this->getAbsDirX())*acceleration;
391
392   }
393
394  if( this->bDown )
395   {
396     //this->shiftCoor((this->getAbsDirX())*-1);
397     //accel -= (this->getAbsDirX())*2;
398    //if(velocity.len() > 50)
399     accel -= (this->getAbsDirX())*0.5*acceleration;
400
401
402
403   }
404
405  if( this->bLeft/* > -this->getRelCoor().z*2*/)
406  {
407    this->shiftDir(Quaternion(time, Vector(0,1,0)));
408//    accel -= rightDirection;
409    //velocityDir.normalize();
410    //rot +=Vector(1,0,0);
411    //rotVal -= .4;
412  }
413  if( this->bRight /* > this->getRelCoor().z*2*/)
414  {
415    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
416
417    //    accel += rightDirection;
418    //velocityDir.normalize();
419    //rot += Vector(1,0,0);
420    //rotVal += .4;
421  }
422
423
424  if( this->bRollL /* > -this->getRelCoor().z*2*/)
425  {
426    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
427//    accel -= rightDirection;
428    //velocityDir.normalize();
429    //rot +=Vector(1,0,0);
430    //rotVal -= .4;
431  }
432  if( this->bRollR /* > this->getRelCoor().z*2*/)
433  {
434    mouseDir *= Quaternion(time*2, Vector(1,0,0));
435
436    //    accel += rightDirection;
437    //velocityDir.normalize();
438    //rot += Vector(1,0,0);
439    //rotVal += .4;
440  }
441  if (this->bAscend )
442  {
443    this->shiftDir(Quaternion(time, Vector(0,0,1)));
444
445//    accel += upDirection;
446    //velocityDir.normalize();
447    //rot += Vector(0,0,1);
448    //rotVal += .4;
449  }
450  if (this->bDescend )
451  {
452    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
453
454    //    accel -= upDirection;
455    //velocityDir.normalize();
456    //rot += Vector(0,0,1);
457    //rotVal -= .4;
458  }
459
460  velocity += accel;
461  //rot.normalize();
462  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
463}
464
465/**
466 * weapon manipulation by the player
467*/
468void SpaceShip::weaponAction()
469{
470  if( this->bFire)
471    {
472      this->getWeaponManager()->fire();
473    }
474}
475
476/**
477 * @todo switch statement ??
478 */
479void SpaceShip::process(const Event &event)
480{
481  if( event.type == KeyMapper::PEV_LEFT)
482      this->bRollL = event.bPressed;
483  else if( event.type == KeyMapper::PEV_RIGHT)
484      this->bRollR = event.bPressed;
485  else if( event.type == KeyMapper::PEV_FIRE1)
486      this->bFire = event.bPressed;
487  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
488  {
489    this->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
490  }
491  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
492    this->previousWeaponConfig();
493  else if( event.type == KeyMapper::PEV_UP)
494    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
495  else if( event.type == KeyMapper::PEV_DOWN)
496    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
497  else if( event.type == EV_MOUSE_MOTION)
498  {
499    this->xMouse += event.xRel;
500    this->yMouse += event.yRel;
501  }
502}
503
504#include "weapons/aiming_turret.h"
505// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
506void SpaceShip::ADDWEAPON()
507{
508  Weapon* turret = NULL;
509
510  if ((float)rand()/RAND_MAX < .9)
511  {
512    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
513    {
514      turret = new Turret();
515      this->addWeapon(turret, 2);
516      this->getWeaponManager()->changeWeaponConfig(2);
517    }
518  }
519  else
520  {
521    //if (this->getWeaponManager()->hasFreeSlot(3))
522    {
523      turret = dynamic_cast<Weapon*>(Factory::fabricate(CL_TARGETING_TURRET));
524      if (turret != NULL)
525      this->addWeapon(turret, 3);
526
527      this->getWeaponManager()->changeWeaponConfig(3);
528    }
529  }
530
531  if(turret != NULL)
532  {
533    turret->setName("Turret");
534    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
535  }
536}
537
538#define MASK_bUp         1
539#define MASK_bDown       2
540#define MASK_bLeft       4
541#define MASK_bRight      8
542#define MASK_bAscend    16
543#define MASK_bDescend   32
544#define MASK_bFire      64
545#define MASK_bRollL    128
546#define MASK_bRollR    256
547
548#define DATA_state       1
549#define DATA_flags       2
550#define DATA_mouse       3
551
552int SpaceShip::writeBytes( const byte * data, int length, int sender )
553{
554  SYNCHELP_READ_BEGIN();
555
556  byte b;
557
558  do
559  {
560    SYNCHELP_READ_BYTE( b );
561
562    if ( b == DATA_state /*&& (this->getHostID()!=this->getOwner() || sender==0)*/ )
563    {
564     PRINTF(0)("GOT STATE %d\n", this->getUniqueID());
565     setRequestedSync( false );
566     setIsOutOfSync( false );
567     SYNCHELP_READ_FKT( WorldEntity::writeState );
568     //SYNCHELP_READ_FLOAT( cycle );
569
570      return SYNCHELP_READ_N;
571    }
572
573
574    //TODO: do not recieve data if you are the owner
575    if ( b == DATA_flags /*&& this->getHostID()!=this->getOwner()*/ )
576    {
577      int flags = 0;
578      SYNCHELP_READ_INT( flags );
579
580      bUp = (flags & MASK_bUp) != 0;
581      bDown = (flags & MASK_bDown) != 0;
582      bLeft = (flags & MASK_bLeft) != 0;
583      bRight = (flags & MASK_bRight) != 0;
584      bAscend = (flags & MASK_bAscend) != 0;
585      bDescend = (flags & MASK_bDescend) != 0;
586      bFire = (flags & MASK_bFire) != 0;
587      bRollL = (flags & MASK_bRollL) != 0;
588      bRollR = (flags & MASK_bRollR) != 0;
589
590    }
591
592    //TODO: do not recieve data if you are the owner
593    if ( b == DATA_mouse /*&& this->getHostID()!=this->getOwner()*/ )
594    {
595      SYNCHELP_READ_FLOAT( mouseDir.w );
596      SYNCHELP_READ_FLOAT( mouseDir.v.x );
597      SYNCHELP_READ_FLOAT( mouseDir.v.y );
598      SYNCHELP_READ_FLOAT( mouseDir.v.z );
599    }
600  } while( b != 0 );
601
602  /*if ( b == DATA_mouse && this->getHostID()!=this->getOwner() )
603  {
604    SYNCHELP_READ_FLOAT( xMouse );
605    SYNCHELP_READ_FLOAT( yMouse );
606    SYNCHELP_READ_FLOAT( mouseSensitivity );
607    SYNCHELP_READ_FLOAT( cycle );
608}*/
609
610  if ( this->getOwner() != this->getHostID() )
611    SYNCHELP_READ_FKT( PNode::writeSync );
612
613  return SYNCHELP_READ_N;
614}
615
616
617
618int SpaceShip::readBytes( byte * data, int maxLength, int * reciever )
619{
620  SYNCHELP_WRITE_BEGIN();
621
622  if ( isOutOfSync() && !requestedSync() /*&& this->getHostID()!=this->getOwner()*/ )
623  {
624    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
625    setRequestedSync( true );
626    PRINTF(0)("REQUESTED STATE %d\n", this->getUniqueID());
627  }
628
629  int rec = this->getRequestSync();
630  if ( rec > 0 )
631  {
632    *reciever = rec;
633
634    PRINTF(0)("SEND STATE %d %d\n", this->getUniqueID(), rec);
635
636    SYNCHELP_WRITE_BYTE( (byte)DATA_state );
637
638    SYNCHELP_WRITE_FKT( WorldEntity::readState );
639    //SYNCHELP_WRITE_FLOAT( cycle );
640
641    return SYNCHELP_WRITE_N;
642  }
643
644  *reciever = 0;
645
646  if ( this->getHostID()==this->getOwner() )
647  {
648    int mask = 0;
649
650    if ( bUp )
651      mask |= MASK_bUp;
652    if ( bDown )
653      mask |= MASK_bDown;
654    if ( bLeft )
655      mask |= MASK_bLeft;
656    if ( bRight )
657      mask |= MASK_bRight;
658    if ( bAscend )
659      mask |= MASK_bAscend;
660    if ( bFire )
661      mask |= MASK_bFire;
662    if ( bRollL )
663      mask |= MASK_bRollL;
664    if ( bRollR )
665      mask |= MASK_bRollR;
666
667
668    //static float oldxMouse = xMouse + 1.0;
669    //static float oldyMouse = yMouse + 1.0;
670
671    if ( mask != oldMask )
672    {
673      oldMask = mask;
674      SYNCHELP_WRITE_BYTE( DATA_flags );
675      SYNCHELP_WRITE_INT( mask );
676    }
677#define __OFFSET_ROT 0.05
678    if ( fabs( oldMouseDir.w - mouseDir.w ) > __OFFSET_ROT ||
679         fabs( oldMouseDir.v.x - mouseDir.v.x ) > __OFFSET_ROT ||
680         fabs( oldMouseDir.v.y - mouseDir.v.y ) > __OFFSET_ROT ||
681         fabs( oldMouseDir.v.z - mouseDir.v.z ) > __OFFSET_ROT )
682    {
683      oldMouseDir = mouseDir;
684
685      SYNCHELP_WRITE_BYTE( DATA_mouse );
686      SYNCHELP_WRITE_FLOAT( mouseDir.w );
687      SYNCHELP_WRITE_FLOAT( mouseDir.v.x );
688      SYNCHELP_WRITE_FLOAT( mouseDir.v.y );
689      SYNCHELP_WRITE_FLOAT( mouseDir.v.z );
690    }
691
692  }
693
694  SYNCHELP_WRITE_BYTE( 0 );
695
696
697  if ( this->getOwner() == this->getHostID() )
698    SYNCHELP_WRITE_FKT( PNode::readSync );
699
700  return SYNCHELP_WRITE_N;
701}
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