| 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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| 11 |  *   of the License, or (at your option) any later version. | 
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| 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 |  *      Gani Aliguzhinov | 
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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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| 28 |  | 
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| 29 | #ifndef _FlyingController_H__ | 
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| 30 | #define _FlyingController_H__ | 
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| 31 |  | 
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| 32 |  | 
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| 33 | #include "controllers/CommonController.h" | 
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| 34 |  | 
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| 35 | namespace orxonox | 
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| 36 | {    | 
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| 37 |     /** | 
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| 38 |     @brief | 
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| 39 |         FlyingController stores all the flying methods and member variables of AI. | 
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| 40 |     */ | 
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| 41 |  | 
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| 42 |     //Formation mode for the divisions | 
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| 43 |     enum class FormationMode | 
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| 44 |     { | 
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| 45 |         FINGER4, DIAMOND, WALL | 
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| 46 |     }; | 
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| 47 |  | 
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| 48 |     class _OrxonoxExport FlyingController : public CommonController | 
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| 49 |     { | 
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| 50 |  | 
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| 51 |         public: | 
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| 52 |             static const float SPEED;              //<! ship's speed | 
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| 53 |             static const float ROTATEFACTOR;       //<! ship's rotation factor | 
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| 54 |   | 
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| 55 |             FlyingController(Context* context); | 
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| 56 |             virtual ~FlyingController(); | 
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| 57 |             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; | 
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| 58 |  | 
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| 59 |             void setSpread (int spread)                         //<! spread is a multiplier for formation flight, should be bigger than 100 | 
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| 60 |                 { this->spread_ = spread; } | 
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| 61 |             int getSpread () const                               | 
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| 62 |                 { return this->spread_; } | 
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| 63 |  | 
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| 64 |             void setFormationModeXML(const std::string& val); | 
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| 65 |             std::string getFormationModeXML() const; | 
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| 66 |  | 
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| 67 |             void setFormationMode(FormationMode val) | 
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| 68 |                 { this->formationMode_ = val; } | 
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| 69 |             FormationMode getFormationMode() const | 
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| 70 |                 { return this->formationMode_; } | 
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| 71 |             bool bCopyOrientation_;                             //<! set to true by default, MasterController sets it in its tick(), | 
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| 72 |                                                                 //<! if true, this will set its leader orientation as target orientation in action() | 
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| 73 |         protected: | 
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| 74 |             void stopMoving();                                  //<! don't call moveToTargetPosition() in tick, call lookAtTarget() from FightingController instead | 
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| 75 |  | 
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| 76 |             void moveToPosition(const Vector3& target, float dt);   //<! move towards a vector | 
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| 77 |             void moveToTargetPosition(float dt);                    //<! move to the preset position. Don't mix with positionOfTarget! | 
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| 78 |  | 
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| 79 |             void copyOrientation(const Quaternion& orient, float dt);   //<! roll to have same roll as orient | 
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| 80 |             void copyTargetOrientation(float dt);                       //<! roll to have a preset orient | 
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| 81 |  | 
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| 82 |             void setTargetPosition(const Vector3& target);              //<! preset a Vector to fly to | 
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| 83 |             void setTargetOrientation(const Quaternion& orient);        //<! preset a desired orientation | 
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| 84 |             void setTargetOrientation(ControllableEntity* target);      //<! preset a desired orientation | 
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| 85 |             virtual void boostControl();                                //<! boost if you can | 
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| 86 |             void keepFormation (const ControllableEntity* leaderEntity,  | 
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| 87 |                                 Vector3& targetRelativePosition);   //<! preset targetPosition, so that  | 
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| 88 |                                                                     //<! this stays in a certain position relative to leader       | 
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| 89 |              | 
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| 90 |             FormationMode formationMode_; | 
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| 91 |            | 
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| 92 |             float rotationProgress_;    //<! for slerping  | 
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| 93 |             bool bHasTargetPosition_; | 
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| 94 |             Vector3 targetPosition_;    //<! vector to fly to | 
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| 95 |             bool bHasTargetOrientation_; | 
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| 96 |             Quaternion targetOrientation_;  //<! orientation to take | 
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| 97 |             int spread_;                //<! spread is a multiplier for formation flight, should be bigger than 100 | 
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| 98 |             int tolerance_;             //<! if this ship is tolerance_ away from targetPosition_, ship decides that it finished moving | 
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| 99 |     }; | 
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| 100 | } | 
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| 101 |  | 
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| 102 | #endif /* _FlyingController_H__ */ | 
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