[10719] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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[10799] | 11 | * of the License, or ( at your option )any later version. |
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[10719] | 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * Dominik Solenicki |
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| 26 | * |
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| 27 | */ |
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[10800] | 28 | //bug or feature? Press 4 control keys from {Q,W,E,A,S,D,C} at the same time or 3 keys from {Q,E,A,D}, spaceship goes in free fly mode |
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[10719] | 29 | #include "controllers/CommonController.h" |
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[10759] | 30 | #include "core/XMLPort.h" |
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| 31 | |
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[10737] | 32 | #include "weaponsystem/WeaponMode.h" |
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| 33 | #include "weaponsystem/WeaponPack.h" |
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| 34 | #include "weaponsystem/Weapon.h" |
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| 35 | #include "weaponsystem/WeaponSlot.h" |
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| 36 | #include "weaponsystem/WeaponSlot.h" |
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| 37 | #include "worldentities/pawns/SpaceShip.h" |
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[10719] | 38 | |
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[10780] | 39 | #include "Scene.h" |
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| 40 | #include <OgreRay.h> |
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| 41 | #include <OgreSceneQuery.h> |
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| 42 | #include <OgreCamera.h> |
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| 43 | #include <OgreSceneManager.h> |
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[10719] | 44 | namespace orxonox |
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| 45 | { |
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| 46 | |
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[10799] | 47 | RegisterClass( CommonController ); |
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[10800] | 48 | float SPEED = 0.9f/0.02f; |
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[10803] | 49 | float ROTATEFACTOR = 1.0f/0.02f; |
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[10719] | 50 | |
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[10799] | 51 | CommonController::CommonController( Context* context ): Controller( context ) |
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[10719] | 52 | { |
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[10759] | 53 | this->bSetupWorked = false; |
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[10731] | 54 | |
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[10789] | 55 | this->executingManeuver_ = false; |
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| 56 | this->executingMoveToPoint_ = false; |
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[10805] | 57 | this->action_ = Action::FLY; |
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[10803] | 58 | this->stopLookingAtTarget(); |
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[10793] | 59 | this->maneuverType_ = ManeuverType::NONE; |
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[10799] | 60 | RegisterObject( CommonController ); |
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[10719] | 61 | } |
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[10731] | 62 | |
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| 63 | |
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[10799] | 64 | CommonController::~CommonController() |
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[10719] | 65 | { |
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[10805] | 66 | orxout(internal_error) << "I died, my Rank is " << rank_ << endl; |
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[10731] | 67 | } |
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| 68 | |
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[10799] | 69 | void CommonController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
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[10759] | 70 | { |
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[10799] | 71 | SUPER( CommonController, XMLPort, xmlelement, mode ); |
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| 72 | XMLPortParam( CommonController, "formationMode", setFormationModeXML, getFormationModeXML, xmlelement, mode ); |
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[10731] | 73 | |
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[10759] | 74 | } |
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[10799] | 75 | void CommonController::setFormationModeXML( std::string val ) |
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[10759] | 76 | { |
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[10799] | 77 | const std::string valUpper = getUppercase( val ); |
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[10759] | 78 | FormationMode::Value value; |
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[10799] | 79 | if ( valUpper == "VEE" ) |
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[10759] | 80 | value = FormationMode::VEE; |
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[10799] | 81 | else if ( valUpper == "WALL" ) |
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[10759] | 82 | value = FormationMode::WALL; |
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[10799] | 83 | else if ( valUpper == "FINGER4" ) |
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[10759] | 84 | value = FormationMode::FINGER4; |
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[10799] | 85 | else if ( valUpper == "DIAMOND" ) |
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[10759] | 86 | value = FormationMode::DIAMOND; |
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| 87 | else |
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[10799] | 88 | ThrowException( ParseError, std::string( "Attempting to set an unknown FormationMode: '" )+ val + "'." ); |
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| 89 | this->setFormationMode( value ); |
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[10759] | 90 | |
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| 91 | } |
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[10799] | 92 | std::string CommonController::getFormationModeXML() |
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[10759] | 93 | { |
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[10799] | 94 | switch ( this->formationMode_ ) |
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[10759] | 95 | { |
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| 96 | case FormationMode::VEE: |
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| 97 | { |
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| 98 | return "VEE"; |
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| 99 | break; |
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| 100 | } |
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| 101 | case FormationMode::WALL: |
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| 102 | { |
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| 103 | return "WALL"; |
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| 104 | break; |
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| 105 | } |
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| 106 | case FormationMode::FINGER4: |
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| 107 | { |
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| 108 | return "FINGER4"; |
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| 109 | break; |
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| 110 | } |
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| 111 | case FormationMode::DIAMOND: |
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| 112 | { |
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| 113 | return "DIAMOND"; |
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| 114 | break; |
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| 115 | } |
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| 116 | default: |
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| 117 | return "DIAMOND"; |
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| 118 | break; |
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[10731] | 119 | |
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[10759] | 120 | } |
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| 121 | } |
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[10805] | 122 | Action::Value CommonController::getAction () |
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| 123 | { |
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| 124 | return this->action_; |
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| 125 | } |
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| 126 | |
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| 127 | void CommonController::setAction (Action::Value action, ControllableEntity* target) |
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| 128 | { |
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| 129 | this->action_ = action; |
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| 130 | if (action == Action::FIGHT) |
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| 131 | { |
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| 132 | if (target) |
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| 133 | this->setTarget (target); |
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| 134 | } |
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| 135 | else if (action == Action::PROTECT) |
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| 136 | { |
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| 137 | } |
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| 138 | } |
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| 139 | void CommonController::setAction (Action::Value action, const Vector3& target) |
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| 140 | { |
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| 141 | this->action_ = action; |
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| 142 | if (action == Action::FLY) |
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| 143 | { |
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| 144 | this->setTargetPosition (target); |
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| 145 | } |
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| 146 | else if (action == Action::PROTECT) |
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| 147 | { |
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| 148 | |
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| 149 | } |
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| 150 | } |
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| 151 | void CommonController::setAction (Action::Value action, const Vector3& target, const Quaternion& orient ) |
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| 152 | { |
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| 153 | this->action_ = action; |
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| 154 | if (action == Action::FLY) |
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| 155 | { |
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| 156 | this->setTargetPosition (target); |
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| 157 | this->setTargetOrientation (orient); |
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| 158 | } |
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| 159 | else if (action == Action::PROTECT) |
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| 160 | { |
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| 161 | |
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| 162 | } |
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| 163 | } |
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[10799] | 164 | void CommonController::maneuver() |
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[10797] | 165 | { |
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[10803] | 166 | counter++; |
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[10797] | 167 | |
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[10803] | 168 | if (counter > 5) |
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| 169 | counter = 0; |
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| 170 | if ( this->target_ && this->getControllableEntity()) |
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[10797] | 171 | { |
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[10803] | 172 | Vector3 thisPosition = this->getControllableEntity()->getWorldPosition(); |
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| 173 | //Quaternion thisOrientation = this->getControllableEntity()->getOrientation(); |
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[10799] | 174 | |
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[10803] | 175 | this->setPositionOfTarget( getPredictedPosition( |
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[10799] | 176 | thisPosition, |
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| 177 | hardcoded_projectile_speed, |
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| 178 | this->target_->getWorldPosition() , |
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| 179 | this->target_->getVelocity() |
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[10803] | 180 | ) ); |
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[10800] | 181 | this->setOrientationOfTarget( this->target_->getOrientation() ); |
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[10799] | 182 | |
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| 183 | |
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| 184 | Vector3 diffVector = this->positionOfTarget_ - thisPosition; |
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[10797] | 185 | float diffLength = diffVector.length(); |
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| 186 | Vector3 diffUnit = diffVector/diffLength; |
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| 187 | |
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| 188 | |
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| 189 | |
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[10803] | 190 | //bool bThisIsLookingAtTarget = this->isLooking ( getControllableEntity(), this->target_, math::pi/4 ); |
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[10805] | 191 | bool bTargetIsLookingAtThis = this->isLooking ( this->target_, getControllableEntity(), math::pi/5.0f ); |
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[10803] | 192 | |
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[10799] | 193 | |
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| 194 | |
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[10803] | 195 | //too far? well, come closer then |
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[10805] | 196 | if ( diffLength > 3000 ) |
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[10797] | 197 | { |
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[10803] | 198 | if (diffLength < 6000) |
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[10797] | 199 | { |
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[10805] | 200 | |
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[10797] | 201 | } |
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| 202 | else |
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| 203 | { |
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| 204 | } |
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[10803] | 205 | this->setTargetPosition( this->positionOfTarget_ ); |
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[10797] | 206 | } |
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[10803] | 207 | //too close? How do u expect to dodge anything? Just attack! |
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[10805] | 208 | else if ( diffLength < 500 ) |
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[10803] | 209 | { |
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| 210 | //at this point, just look and shoot |
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[10805] | 211 | if ( diffLength < 250 ) |
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[10800] | 212 | { |
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[10803] | 213 | this->stopMoving(); |
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| 214 | this->startLookingAtTarget(); |
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[10800] | 215 | } |
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| 216 | else |
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| 217 | { |
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[10803] | 218 | this->setTargetPosition( this->positionOfTarget_ ); |
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[10800] | 219 | } |
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| 220 | } |
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[10803] | 221 | //Good distance? Check if target looks at us. It doesn't? Go hunt! |
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| 222 | else if ( !bTargetIsLookingAtThis ) |
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[10793] | 223 | { |
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[10803] | 224 | this->setTargetPosition( this->positionOfTarget_ ); |
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| 225 | /* if (counter == 0) |
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[10793] | 226 | { |
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[10803] | 227 | this->setTargetPosition( this->positionOfTarget_ ); |
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| 228 | return; |
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[10793] | 229 | } |
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[10803] | 230 | else |
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[10793] | 231 | { |
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[10803] | 232 | dodge( thisPosition, diffUnit ); |
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| 233 | }*/ |
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| 234 | } |
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| 235 | //That's unfortunate, he is looking and probably shooting... try to dodge what we can... |
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| 236 | else |
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| 237 | { |
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| 238 | |
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| 239 | if (counter == 0) |
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[10793] | 240 | { |
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[10803] | 241 | this->setTargetPosition( this->positionOfTarget_ ); |
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| 242 | return; |
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[10793] | 243 | } |
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[10803] | 244 | dodge( thisPosition, diffUnit ); |
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| 245 | |
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[10793] | 246 | } |
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| 247 | } |
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[10799] | 248 | if ( this->getControllableEntity() && !this->target_ ) |
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[10793] | 249 | { |
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[10805] | 250 | |
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[10793] | 251 | this->maneuverType_ = ManeuverType::NONE; |
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| 252 | } |
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[10805] | 253 | //orxout ( internal_error ) << "ManeuverType = " << this->maneuverType_ << endl; |
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[10793] | 254 | } |
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[10803] | 255 | ControllableEntity* CommonController::getTarget() |
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| 256 | { |
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| 257 | return this->target_; |
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| 258 | } |
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| 259 | void CommonController::dodge(Vector3& thisPosition, Vector3& diffUnit) |
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| 260 | { |
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| 261 | float factorX = 0, factorY = 0, factorZ = 0; |
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| 262 | float rand = randomInRange (0, 1); |
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| 263 | if (rand <= 0.5) |
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| 264 | { |
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| 265 | factorX = 1; |
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| 266 | } |
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| 267 | else |
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| 268 | { |
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| 269 | factorX = -1; |
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| 270 | } |
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| 271 | rand = randomInRange (0, 1); |
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| 272 | if (rand <= 0.5) |
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| 273 | { |
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| 274 | factorY = 1; |
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| 275 | } |
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| 276 | else |
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| 277 | { |
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| 278 | factorY = -1; |
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| 279 | } |
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| 280 | rand = randomInRange (0, 1); |
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| 281 | if (rand <= 0.5) |
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| 282 | { |
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| 283 | factorZ = 1; |
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| 284 | } |
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| 285 | else |
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| 286 | { |
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| 287 | factorZ = -1; |
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| 288 | } |
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| 289 | Vector3 target = ( diffUnit )* 8000.0f; |
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| 290 | Vector3* randVector = new Vector3( |
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| 291 | factorX * randomInRange( 10000, 40000 ), |
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| 292 | factorY * randomInRange( 10000, 40000 ), |
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| 293 | factorZ * randomInRange( 10000, 40000 ) |
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| 294 | ); |
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| 295 | Vector3 projection = randVector->dotProduct( diffUnit )* diffUnit; |
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| 296 | *randVector -= projection; |
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| 297 | target += *randVector; |
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| 298 | this->setTargetPosition( thisPosition + target ); |
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| 299 | } |
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| 300 | void CommonController::stopMoving() |
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| 301 | { |
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| 302 | this->bHasTargetPosition_ = false; |
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| 303 | } |
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| 304 | void CommonController::startLookingAtTarget() |
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| 305 | { |
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| 306 | this->bLookAtTarget_ = true; |
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| 307 | } |
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| 308 | void CommonController::stopLookingAtTarget() |
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| 309 | { |
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| 310 | this->bLookAtTarget_ = false; |
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| 311 | } |
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| 312 | void CommonController::lookAtTarget(float dt) |
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| 313 | { |
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| 314 | |
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| 315 | |
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| 316 | ControllableEntity* entity = this->getControllableEntity(); |
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| 317 | if ( !entity ) |
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| 318 | return; |
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| 319 | Vector2 coord = get2DViewCoordinates |
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| 320 | ( entity->getPosition() , |
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| 321 | entity->getOrientation() * WorldEntity::FRONT, |
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| 322 | entity->getOrientation() * WorldEntity::UP, |
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| 323 | positionOfTarget_ ); |
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| 324 | |
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| 325 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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| 326 | float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); |
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| 327 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); |
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| 328 | |
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| 329 | |
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| 330 | |
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| 331 | //Yaw and Pitch are enough to start facing the target |
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| 332 | this->getControllableEntity() ->rotateYaw( ROTATEFACTOR * rotateX * dt ); |
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| 333 | this->getControllableEntity() ->rotatePitch( ROTATEFACTOR * rotateY * dt ); |
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| 334 | |
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| 335 | |
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| 336 | } |
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| 337 | |
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[10799] | 338 | bool CommonController::setWingman ( CommonController* wingman ) |
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[10731] | 339 | { |
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[10719] | 340 | return false; |
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| 341 | } |
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[10731] | 342 | |
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[10799] | 343 | bool CommonController::hasWingman() |
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[10722] | 344 | { |
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| 345 | return true; |
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| 346 | } |
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[10799] | 347 | void CommonController::setTarget( ControllableEntity* target ) |
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[10759] | 348 | { |
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| 349 | this->target_ = target; |
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[10805] | 350 | //orxout ( internal_error ) << " TARGET SET " << endl; |
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[10793] | 351 | |
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[10799] | 352 | if ( this->target_ ) |
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[10793] | 353 | { |
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[10799] | 354 | this->setPositionOfTarget( target_->getWorldPosition() ); |
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[10793] | 355 | |
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| 356 | } |
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[10759] | 357 | } |
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[10799] | 358 | bool CommonController::hasTarget() |
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[10793] | 359 | { |
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[10799] | 360 | if ( this->target_ ) |
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[10793] | 361 | return true; |
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| 362 | return false; |
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| 363 | } |
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[10799] | 364 | void CommonController::setPositionOfTarget( const Vector3& target ) |
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[10793] | 365 | { |
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| 366 | this->positionOfTarget_ = target; |
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| 367 | this->bHasPositionOfTarget_ = true; |
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| 368 | } |
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[10799] | 369 | void CommonController::setOrientationOfTarget( const Quaternion& orient ) |
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[10793] | 370 | { |
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| 371 | this->orientationOfTarget_=orient; |
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| 372 | this->bHasOrientationOfTarget_=true; |
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| 373 | } |
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[10722] | 374 | |
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[10799] | 375 | void CommonController::setTargetPosition( const Vector3& target ) |
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[10719] | 376 | { |
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[10731] | 377 | this->targetPosition_ = target; |
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| 378 | this->bHasTargetPosition_ = true; |
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| 379 | } |
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[10719] | 380 | |
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[10799] | 381 | void CommonController::setTargetOrientation( const Quaternion& orient ) |
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[10731] | 382 | { |
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| 383 | this->targetOrientation_=orient; |
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| 384 | this->bHasTargetOrientation_=true; |
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[10719] | 385 | } |
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| 386 | |
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[10799] | 387 | void CommonController::setTargetOrientation( ControllableEntity* target ) |
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[10731] | 388 | { |
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[10799] | 389 | if ( target ) |
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| 390 | setTargetOrientation( target->getOrientation() ); |
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[10731] | 391 | } |
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[10719] | 392 | |
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[10731] | 393 | |
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| 394 | |
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[10729] | 395 | //copy the Roll orientation of given Quaternion. |
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[10799] | 396 | void CommonController::copyOrientation( const Quaternion& orient, float dt ) |
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[10729] | 397 | { |
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| 398 | //roll angle difference in radian |
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[10799] | 399 | float diff=orient.getRoll( false ).valueRadians() -( this->getControllableEntity() ->getOrientation() .getRoll( false ).valueRadians() ); |
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| 400 | while( diff>math::twoPi )diff-=math::twoPi; |
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| 401 | while( diff<-math::twoPi )diff+=math::twoPi; |
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| 402 | this->getControllableEntity() ->rotateRoll( diff*ROTATEFACTOR * dt ); |
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[10729] | 403 | } |
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[10799] | 404 | void CommonController::copyTargetOrientation( float dt ) |
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[10729] | 405 | { |
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[10799] | 406 | if ( bHasTargetOrientation_ ) |
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[10729] | 407 | { |
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[10799] | 408 | copyOrientation( targetOrientation_, dt ); |
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[10729] | 409 | } |
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| 410 | } |
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[10731] | 411 | |
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| 412 | |
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| 413 | |
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| 414 | |
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[10799] | 415 | void CommonController::moveToTargetPosition( float dt ) |
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[10729] | 416 | { |
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[10799] | 417 | this->moveToPosition( this->targetPosition_, dt ); |
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[10729] | 418 | } |
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[10799] | 419 | void CommonController::moveToPosition( const Vector3& target, float dt ) |
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[10725] | 420 | { |
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[10805] | 421 | |
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[10729] | 422 | |
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[10799] | 423 | //100 is ( so far )the smallest tolerance ( empirically found )that can be reached, |
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[10729] | 424 | //with smaller distance spaceships can't reach position and go circles around it instead |
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[10803] | 425 | int tolerance = 65; |
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[10725] | 426 | |
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[10729] | 427 | ControllableEntity* entity = this->getControllableEntity(); |
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| 428 | Vector2 coord = get2DViewCoordinates |
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[10799] | 429 | ( entity->getPosition() , |
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| 430 | entity->getOrientation() * WorldEntity::FRONT, |
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| 431 | entity->getOrientation() * WorldEntity::UP, |
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| 432 | target ); |
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[10729] | 433 | |
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[10799] | 434 | float distance = ( target - this->getControllableEntity() ->getPosition() ).length(); |
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[10729] | 435 | |
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| 436 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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[10803] | 437 | float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); |
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[10799] | 438 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); |
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[10725] | 439 | |
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| 440 | |
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[10799] | 441 | if ( distance > tolerance ) |
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[10725] | 442 | { |
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[10729] | 443 | //Yaw and Pitch are enough to start facing the target |
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[10803] | 444 | this->getControllableEntity() ->rotateYaw( ROTATEFACTOR * rotateX * dt ); |
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| 445 | this->getControllableEntity() ->rotatePitch( ROTATEFACTOR * rotateY * dt ); |
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[10729] | 446 | |
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| 447 | //300 works, maybe less is better |
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[10799] | 448 | if ( distance < 400 ) |
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[10729] | 449 | { |
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| 450 | //Change roll when close. When Spaceship faces target, roll doesn't affect it's trajectory |
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| 451 | //It's important that roll is not changed in the process of changing yaw and pitch |
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| 452 | //Wingmen won't face same direction as Leaders, but when Leaders start moving |
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| 453 | //Yaw and Pitch will adapt. |
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[10799] | 454 | if ( bHasTargetOrientation_ ) |
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[10729] | 455 | { |
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[10799] | 456 | copyTargetOrientation( dt ); |
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[10729] | 457 | } |
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| 458 | } |
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[10763] | 459 | |
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[10805] | 460 | this->getControllableEntity() ->moveFrontBack( SPEED * dt ); |
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[10725] | 461 | } |
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[10729] | 462 | else |
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| 463 | { |
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| 464 | bHasTargetPosition_ = false; |
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| 465 | bHasTargetOrientation_ = false; |
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| 466 | } |
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[10731] | 467 | } |
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[10799] | 468 | float CommonController::randomInRange( float a, float b ) |
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[10796] | 469 | { |
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[10799] | 470 | float random = rnd( 1.0f ); |
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[10796] | 471 | float diff = b - a; |
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| 472 | float r = random * diff; |
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| 473 | return a + r; |
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| 474 | } |
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[10803] | 475 | |
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[10796] | 476 | |
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[10782] | 477 | //to be called in action |
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| 478 | //PRE: relativeTargetPosition is desired position relative to the spaceship, |
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[10789] | 479 | //angleRoll is the angle in degrees of Roll that should be applied by the end of the movement |
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[10799] | 480 | //POST: target orientation and position are set, so that it can be used by MoveAndRoll() |
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| 481 | void CommonController::moveToPoint( const Vector3& relativeTargetPosition, float angleRoll ) |
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[10782] | 482 | { |
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| 483 | ControllableEntity* entity = this->getControllableEntity(); |
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[10799] | 484 | if ( !entity ) |
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[10789] | 485 | return; |
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[10782] | 486 | Quaternion orient = entity->getWorldOrientation(); |
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[10799] | 487 | Quaternion rotation = Quaternion( Degree( angleRoll ), Vector3::UNIT_Z ); |
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[10737] | 488 | |
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[10782] | 489 | Vector3 target = orient * relativeTargetPosition + entity->getWorldPosition(); |
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[10799] | 490 | setTargetPosition( target ); |
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[10789] | 491 | orient = orient * rotation; |
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[10799] | 492 | this->setTargetOrientation( orient ); |
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[10789] | 493 | |
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[10782] | 494 | } |
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| 495 | //to be called in tick |
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| 496 | //PRE: MoveToPoint was called |
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| 497 | //POST: spaceship changes its yaw and pitch to point towards targetPosition_, |
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| 498 | //moves towards targetPosition_ by amount depending on dt and its speed, |
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| 499 | //rolls by amount depending on the difference between angleRoll_ and angleRolled_, dt, and |
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| 500 | //angular speed |
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| 501 | //if position reached with a certain tolerance, and angleRolled_ = angleRoll_, returns false, |
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| 502 | //otherwise returns true |
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[10789] | 503 | //dt is normally around 0.02f, which makes it 1/0.02 = 50 frames/sec |
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[10799] | 504 | bool CommonController::moveAndRoll( float dt ) |
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[10737] | 505 | { |
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[10789] | 506 | float factor = 1; |
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[10799] | 507 | if ( !this->getControllableEntity() ) |
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[10789] | 508 | return false; |
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[10799] | 509 | if ( this->rank_ == Rank::DIVISIONLEADER ) |
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[10789] | 510 | factor = 0.8; |
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[10799] | 511 | if ( this->rank_ == Rank::SECTIONLEADER ) |
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[10789] | 512 | factor = 0.9; |
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[10782] | 513 | int tolerance = 60; |
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[10789] | 514 | |
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[10782] | 515 | ControllableEntity* entity = this->getControllableEntity(); |
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[10799] | 516 | if ( !entity ) |
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[10789] | 517 | return true; |
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[10782] | 518 | Vector2 coord = get2DViewCoordinates |
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[10799] | 519 | ( entity->getPosition() , |
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| 520 | entity->getOrientation() * WorldEntity::FRONT, |
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| 521 | entity->getOrientation() * WorldEntity::UP, |
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| 522 | targetPosition_ ); |
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[10737] | 523 | |
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[10799] | 524 | float distance = ( targetPosition_ - this->getControllableEntity() ->getPosition() ).length(); |
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[10782] | 525 | |
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| 526 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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[10799] | 527 | float rotateX = clamp( coord.x * 10, -1.0f, 1.0f ); |
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| 528 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); |
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[10782] | 529 | |
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| 530 | |
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[10799] | 531 | if ( distance > tolerance ) |
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[10782] | 532 | { |
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| 533 | //Yaw and Pitch are enough to start facing the target |
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[10799] | 534 | this->getControllableEntity() ->rotateYaw( -2.0f * ROTATEFACTOR * rotateX * dt ); |
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| 535 | this->getControllableEntity() ->rotatePitch( 2.0f * ROTATEFACTOR * rotateY * dt ); |
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[10782] | 536 | |
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[10789] | 537 | //Roll |
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[10799] | 538 | if ( bHasTargetOrientation_ ) |
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[10789] | 539 | { |
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[10799] | 540 | copyTargetOrientation( dt ); |
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[10789] | 541 | } |
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| 542 | |
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[10782] | 543 | //Move |
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[10799] | 544 | this->getControllableEntity() ->moveFrontBack( 1.2f * SPEED * factor * dt ); |
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[10782] | 545 | //if still moving, return false |
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| 546 | return false; |
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| 547 | } |
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[10737] | 548 | else |
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[10782] | 549 | { |
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[10789] | 550 | |
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[10782] | 551 | //if finished, return true; |
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[10789] | 552 | return true; |
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[10782] | 553 | } |
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[10737] | 554 | } |
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[10782] | 555 | |
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[10799] | 556 | float CommonController::squaredDistanceToTarget() const |
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[10782] | 557 | { |
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[10799] | 558 | if ( !this->getControllableEntity() ) |
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[10782] | 559 | return 0; |
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[10803] | 560 | if ( !this->target_ || !this->getControllableEntity() ) |
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[10799] | 561 | return ( this->getControllableEntity() ->getPosition() .squaredDistance( this->targetPosition_ ) ); |
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[10782] | 562 | else |
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[10800] | 563 | return ( this->getControllableEntity() ->getPosition() .squaredDistance( this->positionOfTarget_ ) ); |
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[10782] | 564 | } |
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| 565 | |
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[10799] | 566 | bool CommonController::isLookingAtTarget( float angle )const |
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[10737] | 567 | { |
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[10803] | 568 | if ( !this->getControllableEntity() || !this->target_ ) |
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[10762] | 569 | return false; |
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| 570 | |
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[10803] | 571 | return ( getAngle( this->getControllableEntity() ->getPosition() , |
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| 572 | this->getControllableEntity() ->getOrientation() * WorldEntity::FRONT, this->positionOfTarget_ ) < angle ); |
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[10780] | 573 | } |
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[10803] | 574 | bool CommonController::isLooking( ControllableEntity* entityThatLooks, ControllableEntity* entityBeingLookedAt, float angle )const |
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| 575 | { |
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| 576 | if ( !entityThatLooks || !entityBeingLookedAt ) |
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| 577 | return false; |
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| 578 | return ( getAngle( entityThatLooks ->getPosition() , |
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| 579 | entityThatLooks->getOrientation() * WorldEntity::FRONT, |
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| 580 | entityBeingLookedAt->getWorldPosition() ) < angle ); |
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| 581 | } |
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[10764] | 582 | |
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[10799] | 583 | bool CommonController::canFire() |
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[10780] | 584 | { |
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[10803] | 585 | |
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| 586 | //no target? why fire? |
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| 587 | if ( !this->target_ ) |
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| 588 | return false; |
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| 589 | |
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| 590 | Vector3 newPositionOfTarget = getPredictedPosition( this->getControllableEntity() ->getWorldPosition() , |
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| 591 | hardcoded_projectile_speed, this->target_->getWorldPosition() , this->target_->getVelocity() ); |
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| 592 | if ( newPositionOfTarget != Vector3::ZERO ) |
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| 593 | { |
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| 594 | this->setPositionOfTarget( newPositionOfTarget ); |
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| 595 | } |
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| 596 | |
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[10782] | 597 | float squaredDistance = squaredDistanceToTarget(); |
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[10800] | 598 | |
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[10805] | 599 | if ( squaredDistance < 9000000.0f && this->isLookingAtTarget( math::pi / 10.0f)) { |
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[10780] | 600 | return true; |
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| 601 | } |
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| 602 | else |
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| 603 | { |
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[10762] | 604 | return false; |
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[10780] | 605 | } |
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[10762] | 606 | |
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[10780] | 607 | } |
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[10799] | 608 | void CommonController::doFire() |
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[10780] | 609 | { |
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[10799] | 610 | if ( !this->target_ || !this->getControllableEntity() ) |
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[10803] | 611 | { |
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[10780] | 612 | return; |
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[10803] | 613 | } |
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| 614 | |
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[10764] | 615 | |
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[10803] | 616 | |
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[10799] | 617 | Pawn* pawn = orxonox_cast<Pawn*>( this->getControllableEntity() ); |
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[10793] | 618 | |
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[10799] | 619 | if ( pawn ) |
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| 620 | //pawn->setAimPosition( this->getControllableEntity() ->getWorldPosition() + 4000*( this->getControllableEntity() ->getOrientation() * WorldEntity::FRONT )); |
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[10800] | 621 | pawn->setAimPosition( this->positionOfTarget_ ); |
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[10763] | 622 | |
---|
[10799] | 623 | this->getControllableEntity() ->fire( 0 ); |
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[10731] | 624 | } |
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[10762] | 625 | |
---|
[10725] | 626 | |
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[10719] | 627 | } |
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