| 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 |  *      Marian Runo, Martin Mueller | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      ... | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | #include "Turret.h" | 
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| 30 | #include "core/CoreIncludes.h" | 
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| 31 | #include "core/XMLPort.h" | 
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| 32 | #include "Scene.h" | 
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| 33 | #include <OgreSceneManager.h> | 
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| 34 |  | 
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| 35 |  | 
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| 36 | namespace orxonox | 
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| 37 | { | 
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| 38 |     RegisterClass(Turret); | 
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| 39 |  | 
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| 40 |  | 
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| 41 |  | 
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| 42 |     /** | 
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| 43 |         @brief  | 
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| 44 |         Sets default values for all variables. Also hides the turret from the radar. | 
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| 45 |  | 
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| 46 |         @param context | 
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| 47 |         The context | 
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| 48 |      */ | 
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| 49 |     Turret::Turret(Context* context) : Pawn(context) | 
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| 50 |     { | 
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| 51 |         RegisterObject(Turret); | 
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| 52 |         this->rotationThrust_ = 50; | 
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| 53 |         this->startDir_ = Vector3::ZERO; | 
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| 54 |         this->localZ_ = Vector3::UNIT_Z; | 
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| 55 |         this->localY_ = Vector3::UNIT_Y; | 
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| 56 |         this->localX_ = Vector3::UNIT_X; | 
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| 57 |         this->maxAttackRadius_ = 200; | 
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| 58 |         this->minAttackRadius_ = 0; | 
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| 59 |         this->maxPitch_ = 90; | 
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| 60 |         this->maxYaw_ = 90; | 
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| 61 |         this->once_ = false; | 
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| 62 |         this->rotation_ = Quaternion::IDENTITY; | 
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| 63 |  | 
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| 64 |         this->setRadarVisibility(false); | 
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| 65 |  | 
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| 66 |         //this->rayTest_ = this->getScene()->getSceneManager()->createRayQuery(Ogre::Ray()); | 
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| 67 |     } | 
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| 68 |  | 
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| 69 |     /** | 
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| 70 |         @brief  | 
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| 71 |         Destructor. Destroys the rayTest_ element (if it was used)  . | 
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| 72 |      */ | 
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| 73 |     Turret::~Turret() | 
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| 74 |     { | 
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| 75 |         //this->getScene()->getSceneManager()->destroyQuery(this->rayTest_); | 
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| 76 |     } | 
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| 77 |  | 
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| 78 |     /** | 
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| 79 |         @brief | 
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| 80 |         Checks, if a WorldEntity is inside the turret's range. | 
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| 81 |  | 
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| 82 |         This function is safe to use on turrets that are attached, rotated, etc. | 
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| 83 |         The turret's range is determined with the maxPitch, maxYaw, and the two attackRadius. | 
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| 84 |  | 
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| 85 |         @param target | 
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| 86 |         The WorldEntity to check | 
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| 87 |  | 
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| 88 |         @return | 
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| 89 |         The squared distance to the position. -1, if it's ouside of range | 
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| 90 |     */ | 
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| 91 |     float Turret::isInRange(const WorldEntity* target ) | 
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| 92 |     { | 
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| 93 |         //Check distance | 
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| 94 |         Vector3 distance = target->getWorldPosition() - this->getWorldPosition(); | 
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| 95 |         float distanceVal = distance.squaredLength(); | 
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| 96 |         if(distanceVal > (this->maxAttackRadius_ * this->maxAttackRadius_) || distanceVal < (this->minAttackRadius_ * this->minAttackRadius_)) | 
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| 97 |         { | 
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| 98 |             return -1.f; | 
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| 99 |         } | 
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| 100 |  | 
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| 101 |         //Check pitch | 
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| 102 |         Vector3 dir = getTransformedVector(distance, this->localX_, this->localY_, this->localZ_); | 
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| 103 |         Vector3 dirProjected = dir; | 
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| 104 |         dirProjected.x = 0; | 
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| 105 |         Vector3 startDirProjected = this->startDir_; | 
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| 106 |         startDirProjected.x = 0; | 
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| 107 |         Ogre::Real angle = startDirProjected.angleBetween(dirProjected).valueDegrees(); | 
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| 108 |         if(angle > this->maxPitch_) | 
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| 109 |         { | 
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| 110 |             return -1.f; | 
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| 111 |         } | 
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| 112 |  | 
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| 113 |         //Check yaw | 
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| 114 |         dirProjected = dir; | 
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| 115 |         dirProjected.y = 0; | 
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| 116 |         startDirProjected = this->startDir_; | 
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| 117 |         startDirProjected.y = 0; | 
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| 118 |         angle = startDirProjected.angleBetween(dirProjected).valueDegrees(); | 
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| 119 |         if(angle > this->maxYaw_) | 
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| 120 |         { | 
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| 121 |             return -1.f; | 
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| 122 |         } | 
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| 123 |  | 
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| 124 |         //TODO: Finish this. Find a way to convert objects from Ogre to Orxonox | 
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| 125 |         /*Ogre::Ray ray = Ogre::Ray(this->getWorldPosition(), distance); | 
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| 126 |         this->rayTest_->setRay(ray); | 
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| 127 |         Ogre::RaySceneQueryResult result = this->rayTest_->execute();*/ | 
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| 128 |  | 
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| 129 |  | 
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| 130 |         return distanceVal; | 
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| 131 |     } | 
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| 132 |  | 
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| 133 |     /** | 
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| 134 |         @brief | 
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| 135 |         Rotates the turret to make it aim at a certain position. | 
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| 136 |  | 
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| 137 |         @note | 
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| 138 |         There are no checks, if the position is valid (i.e. if the turret is allowed to aim there). | 
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| 139 |         This function must be called again for every tick, or the turret will stop rotating. | 
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| 140 |  | 
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| 141 |         @param position | 
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| 142 |         The position to aim at | 
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| 143 |     */ | 
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| 144 |     void Turret::aimAtPosition(const Vector3& position) | 
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| 145 |     { | 
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| 146 |         Vector3 currDir = this->getWorldOrientation() * WorldEntity::FRONT; | 
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| 147 |         Vector3 targetDir = position - this->getWorldPosition(); | 
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| 148 |  | 
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| 149 |         this->rotation_ = currDir.getRotationTo(targetDir); | 
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| 150 |     } | 
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| 151 |  | 
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| 152 |     /** | 
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| 153 |         @brief | 
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| 154 |         Does currently nothing. | 
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| 155 |  | 
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| 156 |         Should rotate the turret with the specified pitch. Contains a failed attempt at limiting said rotation. | 
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| 157 |     */ | 
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| 158 |     void Turret::rotatePitch(const Vector2& value) | 
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| 159 |     {     | 
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| 160 |         //This is a failed attempt at limiting the turret's rotation. It's handled in the controller (for now?) | 
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| 161 |         /* | 
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| 162 |         Vector3 currentDir = getTransformedVector(this->getOrientation() * WorldEntity::FRONT, this->localX_, this->localY_, this->localZ_); | 
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| 163 |         Vector3 currentDirProjected = currentDir; | 
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| 164 |         currentDirProjected.x = 0; | 
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| 165 |         Vector3 startDirProjected = this->startDir_; | 
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| 166 |         startDirProjected.x = 0;      | 
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| 167 |         Ogre::Real angle = startDirProjected.angleBetween(currentDirProjected).valueDegrees(); | 
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| 168 |         //orxout() << "Pitch: " << angle << endl;    | 
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| 169 |         //if(angle < this->maxPitch_ || (currentDirProjected.y <= 0 && value.x > 0) || (currentDirProjected.y > 0 && value.x < 0) ) | 
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| 170 |         { | 
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| 171 |             this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x*0.8f); | 
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| 172 |         } | 
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| 173 |         */ | 
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| 174 |     } | 
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| 175 |  | 
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| 176 |     /** | 
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| 177 |         @brief | 
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| 178 |         Does currently nothing. | 
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| 179 |  | 
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| 180 |         Should rotate the turret with the specified yaw. Contains a failed attempt at limiting said rotation. | 
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| 181 |     */ | 
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| 182 |     void Turret::rotateYaw(const Vector2& value) | 
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| 183 |     { | 
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| 184 |         //This is a failed attempt at limiting the turret's rotation. It's handled in the controller (for now?) | 
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| 185 |         /* | 
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| 186 |         Vector3 currentDir = getTransformedVector(this->getOrientation() * WorldEntity::FRONT, this->localX_, this->localY_, this->localZ_); | 
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| 187 |         Vector3 currentDirProjected = currentDir; | 
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| 188 |         currentDirProjected.y = 0; | 
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| 189 |         Vector3 startDirProjected = this->startDir_; | 
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| 190 |         startDirProjected.y = 0; | 
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| 191 |         Ogre::Real angle = startDirProjected.angleBetween(currentDirProjected).valueDegrees(); | 
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| 192 |         orxout() << "Yaw: " << angle << endl; | 
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| 193 |         if(angle < this->maxYaw_ || (currentDirProjected.x <= 0 && value.x < 0) || (currentDirProjected.x > 0 && value.x > 0)) | 
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| 194 |         { | 
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| 195 |             this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x*0.8f); | 
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| 196 |         } | 
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| 197 |         */ | 
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| 198 |     } | 
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| 199 |  | 
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| 200 |     /** | 
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| 201 |         @brief | 
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| 202 |         Does currently nothing. | 
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| 203 |  | 
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| 204 |         May be used to limit turret's rotation in the future. | 
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| 205 |     */ | 
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| 206 |     void Turret::rotateRoll(const Vector2& value) | 
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| 207 |     { | 
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| 208 |     } | 
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| 209 |  | 
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| 210 |     /** | 
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| 211 |         @brief | 
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| 212 |         Loads parameters from xml | 
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| 213 |  | 
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| 214 |         Parameters loaded are: rotationThrust, maxAttackRadius, minAttackRadius, maxYaw, maxPitch | 
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| 215 |     */ | 
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| 216 |     void Turret::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 217 |     { | 
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| 218 |         SUPER(Turret, XMLPort, xmlelement, mode); | 
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| 219 |          | 
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| 220 |         XMLPortParamVariable(Turret, "rotationThrust", rotationThrust_, xmlelement, mode); | 
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| 221 |         XMLPortParam(Turret, "maxAttackRadius", setMaxAttackRadius, getMaxAttackRadius, xmlelement, mode); | 
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| 222 |         XMLPortParam(Turret, "minAttackRadius", setMinAttackRadius, getMinAttackRadius, xmlelement, mode); | 
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| 223 |         XMLPortParam(Turret, "maxYaw", setMaxYaw, getMaxYaw, xmlelement, mode); | 
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| 224 |         XMLPortParam(Turret, "maxPitch", setMaxPitch, getMaxPitch, xmlelement, mode); | 
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| 225 |         XMLPortParam(Turret, "rotationThrust", setRotationThrust, getRotationThrust, xmlelement, mode); | 
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| 226 |     } | 
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| 227 |  | 
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| 228 |     /** | 
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| 229 |         @brief | 
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| 230 |         The turret's actions are done here. | 
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| 231 |  | 
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| 232 |         Every tick, the turret gets rotated if it should, and the local axes get updated with the parent's rotation. | 
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| 233 |      | 
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| 234 |         @param dt | 
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| 235 |         Duration of the tick | 
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| 236 |     */ | 
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| 237 |     void Turret::tick(float dt) | 
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| 238 |     { | 
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| 239 |         SUPER(Turret, tick, dt); | 
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| 240 |  | 
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| 241 |         //Stuff isn't properly initialized in the c'tor, so we have to do it like this | 
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| 242 |         if(!this->once_) | 
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| 243 |         { | 
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| 244 |             //Account for rotations done in xml | 
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| 245 |             Quaternion startOrient = this->getOrientation(); | 
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| 246 |             this->localXStart_ = startOrient * this->localX_; | 
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| 247 |             this->localXStart_.normalise(); | 
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| 248 |             this->localX_ = this->localXStart_; | 
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| 249 |             this->localYStart_ = startOrient * this->localY_; | 
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| 250 |             this->localYStart_.normalise(); | 
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| 251 |             this->localY_ = this->localYStart_; | 
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| 252 |             this->localZStart_ = startOrient * this->localZ_; | 
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| 253 |             this->localZStart_.normalise(); | 
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| 254 |             this->localZ_ = this->localZStart_; | 
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| 255 |  | 
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| 256 |             //startDir should always be (0,0,-1) | 
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| 257 |             this->startDir_ = getTransformedVector(startOrient * WorldEntity::FRONT, this->localX_, this->localY_, this->localZ_); | 
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| 258 |  | 
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| 259 |             this->once_ = true; | 
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| 260 |  | 
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| 261 |         } | 
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| 262 |  | 
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| 263 |         //Adjust local axes to parent's rotation | 
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| 264 |         WorldEntity* parent = this->getParent(); | 
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| 265 |         if(parent) | 
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| 266 |         { | 
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| 267 |             Quaternion parentrot = parent->getWorldOrientation(); | 
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| 268 |             this->localX_ = parentrot * this->localXStart_; | 
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| 269 |             this->localY_ = parentrot * this->localYStart_; | 
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| 270 |             this->localZ_ = parentrot * this->localZStart_; | 
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| 271 |         } | 
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| 272 |  | 
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| 273 |         //rotate | 
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| 274 |         if(this->rotation_ != Quaternion::IDENTITY) | 
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| 275 |         { | 
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| 276 |             //Don't make the rotation instantaneous. Use an arbitrary interpolation, not that great... | 
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| 277 |             //TODO: make the rotation better (constant velocity etc.). At the moment, the turret rotates | 
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| 278 |             //slower the closer it is to the destination | 
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| 279 |             Quaternion drot = Quaternion::nlerp(dt*this->rotationThrust_/20.f, Quaternion::IDENTITY, this->rotation_); | 
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| 280 |             this->rotate(drot, WorldEntity::TransformSpace::World); | 
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| 281 |             this->rotation_ = Quaternion::IDENTITY; | 
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| 282 |         } | 
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| 283 |  | 
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| 284 |     } | 
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| 285 | } | 
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