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source: code/branches/AsteroidMining_HS17/src/modules/asteroidmining/AsteroidMinable.cc @ 11618

Last change on this file since 11618 was 11618, checked in by remartin, 6 years ago

Die überkomplizierte Verteilung in SpawnChildren funktioniert recht fehlerfrei, ausser beim riesigen Asteroiden. Weiter testen.

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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 *      Simon Miescher
26 *
27 */
28
29/*
30
31*
32*
33* An asteroid which can be destroyed. Some smaller asteroids are created and a pickup
34* spawns.
35*
36*
37*
38
39*/
40
41/*
42Veraenderungstagebuch
43++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
44
45FRAGEN:
46* Zeilen-Loeschung beim output
47* orxout()-Problem
48* dokumentieren mit @brief?
49* Warnumg aus Asteroidenzerstoerung
50
51
52KNACKPUNKTE:
53
54
55OFFEN:
56
57o Mass distribution -> weird for bigger asteroids
58--> more testing
59
60o SpicedAsteroidField fertigstellen, Mineraldichten-Parameter
61
62o Add custom pickup 'resources'. Weird template stuff -> Problems setting 'size' and other properties? setNumber of Resources.
63--> PickupTemplateName_ in PickupSpawner ist ein string. Wird via getBaseClassIdentifier ausgelesen, daraus wird ein Pickupable fabriziert.
64--> MunitionPickup erbt von Pickup erbt von collectiblePickup erbt von Pickupable
65----> im MineralsPickup die isPickedUp()-Methode überschreiben?
66--> data_extern/images/effects: PNG's für die Pickups und GUI-Dinger.
67
68o inherit parent velocity
69o set collisionDamage? Just for static entities?
70o Dokumentieren mit @brief?
71
72o Explosion parts
73o custom HUD
74
75HANDBUCH:
76o im Level-File includes/pickups.oxi importieren.
77o Bei der XML-Variante wird beim ersten Aufruf der Tick-Methode ein neuer Asteroid generiert,
78  damit die Groesse der Collision Shape korrekt initialisiert wird.
79
80FREMDANPASSUNGEN:
81Pickup-Zeug:
82o Pickup.h: Zugriffsänderung createSpawner
83o PickupSpawner.h: Zugriffsrechte setPickupTemplateName() und setMaxSpawnedItems()
84o PickupSpawner.h: In Tick() zwei Testbedingungen eingefuegt.
85o Pawn.h: Attribut acceptsPickups_ inklusive get/set.
86
87ERLEGT:
88o Rand() geht bis zu riesigen Nummern!
89o Pickupgenerierung: vgl. Fremdanpassungen.
90o Minimalbegrenzung fuer Masse vergessen.
91o Dynamische Definition -> putStuff-Methode, Werte noch nicht durchgesickert.
92o Error-Nachricht: Einfach Argumente leer lassen.
93o Pickups: setMaxSpawned funktioniert nicht -> Bastelloesung: Auf 2 statt eins setzen, erstes wird wohl direkt zerstoert.
94o setHealth: Wird mit Max verwurstelt, war 0.
95o Position nicht gesetzt -> alles im Ursprung, Kollision -> fliegt davon.
96o nimmt zuviel Schaden. -> wird mit maxHealth verwurstelt -> einfach auch setzen.
97
98o Groessenabhaengige Collison shape: Umweg ueber zweiten Konstruktor.
99o Absturz beim Asteroidengenerieren: Health war auf 0 gesetzt! Wurde nur bei der xml-Variante definiert.
100o Asteroiden fressen Pickups: Argument in Pawn, Test darauf in Tick() von PickupSpawner.
101o Man kann keine Arrays der Groesse 0 initialisieren, aber auch nicht per IF 2x definieren.
102o i++ einfach ganz verhindern, ++i stattdessen.
103o Discusting mixup with array length, accessing element a[len]...
104o unitialised mass value -> obese asteroid, physics bug.
105
106
107NOTIZEN:
108o SUPER entspricht ueberladen, andere Argumente der Methode.
109o Warnungsverhinderung anderswo: (void)pickedUp; // To avoid compiler warning.
110
111Was ist das?         friend class Pickupable;
112
113
114
115*/
116
117
118#include "../../orxonox/worldentities/pawns/Pawn.h"
119#include "../../orxonox/worldentities/WorldEntity.h"
120
121#include "AsteroidMinable.h"
122
123#include <algorithm>
124
125#include "core/CoreIncludes.h"
126#include "core/GameMode.h"
127#include "core/XMLPort.h"
128#include "core/EventIncludes.h"
129#include "network/NetworkFunction.h"
130#include "util/Math.h"
131
132
133// #include "infos/PlayerInfo.h"
134// #include "controllers/Controller.h"
135// #include "gametypes/Gametype.h"
136// #include "graphics/ParticleSpawner.h"
137// #include "worldentities/ExplosionChunk.h"
138// #include "worldentities/ExplosionPart.h"
139
140// #include "core/object/ObjectListIterator.h"
141// #include "controllers/FormationController.h"
142
143#include "../pickup/items/HealthPickup.h"
144#include "../pickup/PickupSpawner.h"
145#include "../pickup/Pickup.h"
146//#include "../pickup/pickup ..... pickupable
147#include "../objects/collisionshapes/SphereCollisionShape.h"
148#include "../../orxonox/graphics/Model.h"
149
150
151
152
153
154
155
156namespace orxonox
157{
158    RegisterClass(AsteroidMinable);
159
160
161    // This constructor is for XML access only.
162    AsteroidMinable::AsteroidMinable(Context* context) : Pawn(context){
163
164        // Da auch noetig? Wegen set in XML-Code?
165        RegisterObject(AsteroidMinable);
166
167        this->context = context;
168        this->initialised = false;
169
170        //Noetig, damit nicht sofort zerstoert?
171        this->setCollisionType(WorldEntity::CollisionType::Dynamic);
172
173        // Old from Pawn
174        this->registerVariables();
175
176        //orxout() << "AsteroidMining:: Pseudo-Konstruktor passiert!" << endl;
177
178    }
179
180    // Call this one from other C-files. Takes arguments.
181    AsteroidMinable::AsteroidMinable(Context* c, float size, Vector3 position) : Pawn(c){
182
183        RegisterObject(AsteroidMinable);
184
185        // Old stuff from pawn
186        this->setRadarObjectColour(ColourValue(1.0f, 1.0f, 0.0f, 1.0f));
187        this->setRadarObjectShape(RadarViewable::Shape::Dot);
188        this->setCollisionType(WorldEntity::CollisionType::Dynamic);
189
190        this->enableCollisionCallback();
191
192        // Default Values
193        this->generateSmaller = true; 
194        this->context = c;
195        this->size = size;
196        this->health_ = 15*size; 
197        this->maxHealth_ = this->health_;
198        this->acceptsPickups_ = false;
199
200        this->setPosition(position);
201        //this->roll = rand()*5; //etwas Drehung. richtige Variable
202
203
204        // Add Model    //<Model position="0,-40,40" yaw="90" pitch="-90" roll="0" scale="4" mesh="ast6.mesh" />
205        Model* hull = new Model(this->context);
206        // random one of the 6 shapes
207        char meshThingy[] = "";
208        sprintf(meshThingy, "ast%.0f.mesh", round(5*rnd())+1); //    sprintf(str, "Value of Pi = %f", M_PI);
209        hull->setMeshSource(meshThingy);
210        hull->setScale(this->size);
211        this->attach(hull);
212
213        // Collision shape
214        SphereCollisionShape* cs = new SphereCollisionShape(this->context);
215        cs->setRadius((this->size)*2); //OFFEN: Feinabstimmung der Radien. 2.5 in AsteroidField.lua
216        this->attachCollisionShape(cs); 
217
218        // Old from Pawn
219        this->registerVariables();
220
221        this->initialised=true; 
222
223        //orxout() << "AsteroidMining:: Initialisierung Zweitkonstruktor abgeschlosssssen." << endl;
224
225    }
226
227    AsteroidMinable::~AsteroidMinable(){
228
229    }
230
231    void AsteroidMinable::putStuff(){
232
233        // Just create a new asteroid to avoid Collision shape scale problems etc.
234        AsteroidMinable* reborn = new AsteroidMinable(this->context, this->size, this->getPosition());
235        reborn->toggleShattering(true); // mainly here to avoid 'unused' warning.
236        this->~AsteroidMinable(); // seems dangerous, yields warning.  Necessary for efficiency?
237
238    }
239
240    void AsteroidMinable::XMLPort(Element& xmlelement, XMLPort::Mode mode)
241    {
242        SUPER(AsteroidMinable, XMLPort, xmlelement, mode);
243        //        XMLPortParam(PickupSpawner, "pickup", setPickupTemplateName, getPickupTemplateName, xmlelement, mode);
244        XMLPortParam(AsteroidMinable, "size", setSize, getSize, xmlelement, mode);
245
246    }
247
248    void AsteroidMinable::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
249    {
250        SUPER(AsteroidMinable, XMLEventPort, xmlelement, mode);
251
252        XMLPortEventState(AsteroidMinable, BaseObject, "vulnerability", setVulnerable, xmlelement, mode);
253    }
254
255    void AsteroidMinable::registerVariables()
256    {
257
258        registerVariable(this->size, VariableDirection::ToClient);
259        registerVariable(this->generateSmaller, VariableDirection::ToClient);
260
261        registerVariable(this->initialised, VariableDirection::ToClient);
262
263            //         float size;
264            // bool generateSmaller;
265            // bool initialised;
266
267            // Context* context;
268    }
269
270    void AsteroidMinable::tick(float dt)
271    {
272        if(!(this->initialised)){this->putStuff();} 
273
274        if(this->health_ <=0){this->death();}
275
276    }
277
278    void AsteroidMinable::setSize(float s){
279        this->size = s;
280    }
281
282    float AsteroidMinable::getSize(){
283        return this->size;
284    }
285
286    void AsteroidMinable::toggleShattering(bool b){
287        this->generateSmaller = b;
288    }
289
290
291    void AsteroidMinable::death() //ueberschreiben
292    {
293
294        // orxout() << "AsteroidMinable::Death() aufgerufen." << endl;
295
296        // OFFEN: Sauber kapputten
297        // just copied other stuff:
298        // this->setHealth(1);
299        this->bAlive_ = false;
300        this->destroyLater();
301        this->setDestroyWhenPlayerLeft(false);
302        // pawn -> addExplosionPart
303        // this->goWithStyle();
304
305
306        // Stuff that can be harvested.
307        PickupSpawner* thingy = new PickupSpawner(this->context);
308        // OFFEN: more precise size relation in custom resource pickup.
309        char tname[] = ""; // can-t overwrite strings easily in C (strcat etc.)
310        if(this->size <= 5){
311            strcat(tname, "smallmunitionpickup");
312        }else if(this->size <= 20){
313            strcat(tname, "mediummunitionpickup");
314        }else{
315            strcat(tname, "hugemunitionpickup");
316        }
317        thingy->setPickupTemplateName(tname);
318        thingy->setPosition(this->getPosition());
319        thingy->setMaxSpawnedItems(1); // Would be default anyways
320        thingy->setRespawnTime(0.2f);
321
322        // orxout() << "AsteroidMining::Death(): Passed Pickup stuff!" << endl;
323
324        // Smaller Parts = 'Children'
325        if(this->generateSmaller){this->spawnChildren();}
326
327        // orxout() << "Wieder retour in death() geschafft. " << endl;
328
329    }
330
331
332void AsteroidMinable::spawnChildren(){// Spawn smaller Children
333
334   
335    if (this->size <=1){return;} // Absicherung trivialer Fall
336
337    int massRem = this->size-1; //some mass is lost
338    int num = round(rnd()*(massRem-1)) + 1; // random number of children, at least one
339    if(num > 10){num = 10;} // no max function in C!
340    int masses[num]; // Masses of the asteroids, at least one.
341    orxout() << "SpawnChildren(): Passed basic stuff. num = " << num << "; massRem(total) = "<< massRem << endl;
342
343    massRem = massRem-num; // mass is at least one, add again below.
344
345    // Randomnised spawning points for the new asteroids
346    float phi[num] = {0.0}; // assuming that it gets initialised to 0. Add (= {0.0})?
347    float theta[num] = {0.0};
348    float piG = pi; // ist statisch oder so.
349
350    float d_p = 2*piG/num;
351    float d_t = piG/num;
352    float p = d_p/2.0;
353    float t = d_t/2.0;
354    // float phiOffset = rnd()*2*pi; // Added everywhere to become independent of the coordinate system?
355    // float thetaOffset = rnd()*pi;
356    float rScaling; // scale radius to prevent asteroids from touching. (distance=AsteroidRadius/tan(sector/2))
357    if(num == 1 ){
358        rScaling = 1; // avoid tan(90). Unused.
359    }else{
360
361        rScaling = tan(t); 
362
363        int pos; // insert at random position (linear probing) in array, to get some randomness. 
364        for(int it = 0; it<num; ++it){
365
366            pos = mod((int)(rnd()*num),num); 
367            while(phi[pos] != 0.0){// find empty spot in array
368                pos = (int)mod(++pos, num);
369            }
370            phi[pos] = p + it*d_p;// set angle there
371
372            pos = mod((int)(rnd()*num),num);
373            while(theta[pos] != 0.0){
374                pos = (int)mod(++pos, num);
375            }
376            theta[pos] = t + it*d_t;
377        }
378    }
379
380    //orxout() << "SpawnChildren(): Phi: "; printArrayString(phi);
381    //orxout() << "SpawnChildren(): Theta: "; printArrayString(theta);
382    orxout() << "SpawnChildren(): Passed angle stuff. " << endl;
383
384    // 'Triangular', discrete probability density with max at the expected value massRem/num at a. a+b = c
385    if(massRem>0){ // Required to avoid array of size 0 or access problems
386        int c = massRem;
387        float probDensity[c] = {0.0};
388
389        int a = round(massRem/num);
390        int b = c-a;
391       
392        int z = 0;
393        float dProbA = 1.0/(a*a + 3.0*a + 2.0); // one 'probability unit' for discrete ramp function. Gauss stuff.
394        for(z = 0; z<=a; ++z){probDensity[z] = (z+1)*dProbA; } // rising part
395
396        float dProbB = 1.0/(b*b +3.0*b + 2.0);
397        for(z = 0; z<b; ++z){probDensity[c-z] = (z+1)*dProbB;} // falling part
398   
399        // Testing
400        for(int globi = 0; globi<c; ++globi){
401            orxout() << "pDensity at [" << globi << "] is: " << probDensity[globi] << endl;
402        }
403
404        // Distributing the mass to individual asteroids
405        int result;
406        float rVal;// between 0 and 1
407        float probSum;
408        for(int trav = 0; trav<num; ++trav){
409            result = 0;// reset
410            rVal = rnd();// between 0 and 1
411            orxout() << "Random Value picked: " << rVal << endl;
412            probSum = probDensity[0]; 
413            //orxout() << "Sum at start: " << probSum << endl;
414
415            while(rVal>probSum && result<massRem){// Not yet found && there-s smth to distribute (Incrementing once inside!)
416                if(result<(num-2)){probSum = probSum+probDensity[result+1];} // avoid logical/acess error
417                ++result;
418                //orxout() << "Sum so far: " << probSum << endl;
419            }
420
421            massRem = massRem-result;
422            masses[trav] = 1 +result; // at least one
423            orxout() << "Mass chosen for child " << trav << " is: " << masses[trav] << endl;
424
425        }
426    }else{// Everyone has mass 1. Initialising the array to 1 doesn-t seem to work. Hideous C language!
427        for(int schnaegg = 0; schnaegg<num; ++schnaegg){
428            masses[schnaegg] = 1;
429        }
430    }
431
432    //orxout() << "SpawnChildren(): Masses: "; printArrayString(masses);
433    orxout() << "SpawnChildren(): Passed mass stuff. " << endl;
434
435    // Creating the 'chlidren':
436    for(int fisch = 0; fisch<num; ++fisch){
437
438        Vector3* pos = new Vector3(0,0,0); // Position offset
439        if(num > 1){// not required if there-s just one child
440            float r = masses[fisch]/rScaling;
441            pos = new Vector3(r*sin(theta[fisch])*cos(phi[fisch]), r*sin(theta[fisch])*sin(phi[fisch]), r*cos(theta[fisch])); // convert spheric coordinates to vector
442        }
443       
444        //orxout() << "Creating asteroid with mass " << masses[fisch] << " at relative postition " << *pos << endl;
445        AsteroidMinable* child = new AsteroidMinable(this->context, masses[fisch], this->getPosition() + *pos);
446
447        if(child == nullptr){
448            orxout(internal_error, context::pickups) << "Weird, can't create new AsteroidMinable." << endl;
449        }
450
451    }
452    orxout() << "Leaving spawnChildren() method. " << endl;
453}
454
455
456    void AsteroidMinable::hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage){
457
458        orxout() << "AsteroidMining::Hit(Variante 1) Dings aufgerufen. " << endl;
459
460        // Kollision mit anderem Asteroid oder Pickup (OFFEN: evtl. Spawner oder irgendwas?) verhindern. In diesem Fall einfach nichts tun.
461        // Wird staending aufgerufen -> Rechenleistung?
462        if(orxonox_cast<AsteroidMinable*>(originator) || orxonox_cast<Pickup*>(originator)){return;}
463        this->damage(damage, healthdamage, shielddamage, originator, cs);
464        this->setVelocity(this->getVelocity() + force);
465
466
467
468        // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))// && (!this->getController() || !this->getController()->getGodMode()) )
469        // {
470        //     this->damage(damage, healthdamage, shielddamage, originator, cs);
471        //     this->setVelocity(this->getVelocity() + force);
472        // }
473    }
474
475    void AsteroidMinable::hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage){
476
477        //orxout() << "AsteroidMining::Hit(Variante 2) Dings aufgerufen. " << endl;
478        // Kollision mit anderem Asteroid oder Pickup (OFFEN: evtl. Spawner oder irgendwas?) verhindern. In diesem Fall einfach nichts tun.
479        // Wird staending aufgerufen -> Rechenleistung?
480        if(orxonox_cast<AsteroidMinable*>(originator) || orxonox_cast<Pickup*>(originator)){return;}
481
482        //orxout() << "Schaden. HP: " << this->health_ << " Dmg: " << damage << " hDmg: " << healthdamage << " sDmg: " << shielddamage << endl;
483
484        this->damage(damage, healthdamage, shielddamage, originator, cs);
485
486
487
488
489        // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))// && (!this->getController() || !this->getController()->getGodMode()) )
490        // {
491        //     this->damage(damage, healthdamage, shielddamage, originator, cs);
492
493        //     //if ( this->getController() )
494        //     //    this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage?
495        // }
496    }
497
498    void AsteroidMinable::printArrayString(float thingy[]){ // Don-t work!
499
500        orxout() << "[" ; //<< endl; 
501        char frag[] = "";
502        int len = (int)(sizeof(thingy)/sizeof(thingy[0]));
503        for(int m = 0; m< (len-2); ++m){
504            sprintf(frag, "%.5f, ", thingy[m]);
505            orxout() << frag << endl;//std::flush;
506        }
507        sprintf(frag, "%.5f]", thingy[len-1]);
508        orxout() << frag << endl; // Just print it here! No ugly passing.
509    }
510
511    void AsteroidMinable::printArrayString(int thingy[]){
512
513        orxout() << "[" ; //<< endl;
514        char frag[] = "";
515        int len = (int)(sizeof(thingy)/sizeof(thingy[0]));
516        for(int m = 0; m< (len-2); ++m){
517            sprintf(frag, "%.0i, ", thingy[m]);
518            orxout() << frag << endl;//std::flush;
519            printf("TEst");
520        }
521
522        sprintf(frag, "%.0i]", thingy[len-1]); // last element
523        orxout() << frag << endl; // Just print it here! No ugly passing.
524    }
525
526
527    // void AsteroidMinable::printArrayString(int thingy[]){
528
529    //     char res[] = "[";
530    //     //strcat(res, "[");
531    //     char frag[] = "";
532
533    //     int len = (int)(sizeof(thingy)/sizeof(thingy[0]));
534    //     for(int m = 0; m< (len-1); ++m){
535    //         sprintf(frag, "%.0i, ", thingy[m]);
536    //         strcat(res, frag);
537    //     }
538    //     sprintf(frag, "%.0i]", thingy[len]);
539    //     strcat(res, frag); // last element
540
541    //     orxout() << res << endl; // Just print it here! No ugly passing.
542
543    //     // static char result[(sizeof(res)/sizeof("")] = res; // define as static, would get deleted otherwise.
544    //     // char *result = malloc(sizeof(res)/sizeof("") + 1);
545    //     // *result = res;
546    //     // return result;
547    // }
548
549
550
551//Pawn:
552    // void Pawn::hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage)
553    // {
554    //     if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
555    //     {
556    //         this->damage(damage, healthdamage, shielddamage, originator, cs);
557    //         this->setVelocity(this->getVelocity() + force);
558    //     }
559    // }
560
561    // void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage)
562    // {
563    //     if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
564    //     {
565    //         this->damage(damage, healthdamage, shielddamage, originator, cs);
566
567    //         if ( this->getController() )
568    //             this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage?
569    //     }
570    // }
571
572
573
574
575            // /**
576            // @brief
577            //     Virtual function that gets called when this object collides with another.
578            // @param otherObject
579            //     The object this one has collided into.
580            // @param ownCollisionShape
581            //     The collision shape of the other object
582            // @param contactPoint
583            //     Contact point provided by Bullet. Holds more information and can me modified. See return value.
584            // @return
585            //     Returning false means that no modification to the contactPoint has been made. Return true otherwise!
586            // @note
587            //     Condition is that enableCollisionCallback() was called.
588            // */
589            // virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint)
590            //     { return false; } /* With false, Bullet assumes no modification to the collision objects. */
591
592            // //! Enables the collidesAgainst(.) function. The object doesn't respond to collision otherwise!
593            // inline void enableCollisionCallback()
594            //     { this->bCollisionCallbackActive_ = true; this->collisionCallbackActivityChanged(); }
595
596
597
598            // //! Disables the collidesAgainst(.) function. @see enableCollisionCallback()
599            // inline void disableCollisionCallback()
600            //     { this->bCollisionCallbackActive_ = false; this->collisionCallbackActivityChanged(); }
601
602
603            // //! Tells whether there could be a collision callback via collidesAgainst(.)
604            // inline bool isCollisionCallbackActive() const
605            //     { return this->bCollisionCallbackActive_; }
606
607            // //! Enables or disables collision response (default is of course on)
608            // inline void setCollisionResponse(bool value)
609            //     { this->bCollisionResponseActive_ = value; this->collisionResponseActivityChanged(); }
610
611
612            // //! Tells whether there could be a collision response
613            // inline bool hasCollisionResponse()
614            //     { return this->bCollisionResponseActive_; }
615
616
617}
618
619
620
621
622
623/*
624    void DronePickup::changedUsed(void)
625    {
626        SUPER(DronePickup, changedUsed);
627
628        // If the pickup has transited to used.
629        if(this->isUsed())
630        {
631
632                Pawn* pawn = this->carrierToPawnHelper();
633                if(pawn == nullptr) // If the PickupCarrier is no Pawn, then this pickup is useless and therefore is destroyed.
634                    this->Pickupable::destroy();
635
636                //Attach to pawn
637                Drone* drone = new Drone(pawn->getContext()); // this is neccessary because the projectiles fired need a valid creator for the particlespawner (when colliding against something)
638                drone->addTemplate(this->getDroneTemplate());
639
640                Controller* controller = drone->getController();
641                DroneController* droneController = orxonox_cast<DroneController*>(controller);
642                if(droneController != nullptr)
643                {
644                    droneController->setOwner(pawn);
645                }
646
647                Vector3 spawnPosition = pawn->getWorldPosition() + Vector3(30,0,-30);
648                drone->setPosition(spawnPosition);
649
650                // The pickup has been used up.
651                this->setUsed(false);
652        }
653        else
654        {
655            // If either the pickup can only be used once or it is continuous and used up, it is destroyed upon setting it to unused.
656            if(this->isOnce() || (this->isContinuous() ))
657            {
658                this->Pickupable::destroy();
659            }
660        }
661    }
662*/
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