Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/OrxoBlox_FS19/src/modules/weapons/projectiles/BallProjectile.cc @ 12310

Last change on this file since 12310 was 12310, checked in by pomselj, 5 years ago

oxw file cleaned up

File size: 7.4 KB
Line 
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 *      ...
26 *
27 */
28
29/**
30    @file ParticleProjectile.h
31    @brief Implementation of the ParticleProjectile class.
32*/
33
34#include "BallProjectile.h"
35
36#include <OgreParticleEmitter.h>
37#include "core/CoreIncludes.h"
38#include "tools/ParticleInterface.h"
39#include "Scene.h"
40#include "core/command/Executor.h"
41#include "util/Convert.h"
42#include <bullet/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
43#include <bullet/LinearMath/btVector3.h>
44
45namespace orxonox
46{
47    RegisterClass(BallProjectile);
48
49    BallProjectile::BallProjectile(Context* context) : BillboardProjectile(context)
50    {
51        RegisterObject(BallProjectile);
52        this->textureIndex_ = 1;
53        this->setMass(0.1f);
54        this->maxTextureIndex_ = 8;
55        this->setDestroyAfterCollision(false); //I want the ball to bounce, not to be destroyed
56
57        //setEffect("Orxonox/sparks2");
58    }
59
60    void BallProjectile::registerVariables()
61    {
62        registerVariable( this->fieldWidth_ );
63        registerVariable( this->fieldHeight_ );
64        registerVariable(this->materialBase_);
65        registerVariable( this->speed_ );
66    }
67
68    /**
69    @brief
70        Set the material.
71    @param material
72        The name of the material. Material names with 1 to 8 appended must exist.
73    */
74    void BallProjectile::setMaterial(const std::string& material)
75    {
76        this->materialBase_ = material;
77
78        BillboardProjectile::setMaterial(material + multi_cast<std::string>(this->textureIndex_));
79    }
80
81    /**
82    @brief
83        Change the texture.
84    */
85    void BallProjectile::changeTexture()
86    {
87        this->textureIndex_++;
88        if (this->textureIndex_ > this->maxTextureIndex_)
89            this->textureIndex_ = 1;
90
91        this->setMaterial(this->materialBase_);
92    }
93
94
95
96    void BallProjectile::Bounce(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) {
97
98        Vector3 velocity = this->getVelocity();
99        Vector3 myPosition = otherObject->getPosition();
100        btVector3 positionOtherObject = contactPoint.getPositionWorldOnA();
101        orxout() << "About to Bounce >D" << endl;
102        //if (positionOtherObject.y < 0) {
103            //this.destroy()
104        //}S
105        //else {
106       
107            int distance_X = positionOtherObject.getX() - myPosition.x;
108            int distance_Z = positionOtherObject.getZ() - myPosition.z;
109
110            if (distance_X < 0)
111                distance_X = -distance_X;
112   
113
114            if (distance_Z < 0)
115                distance_Z = -distance_Z;
116
117            orxout() << distance_X << endl;
118            orxout() << distance_Z << endl;
119
120            if (distance_X < distance_Z) {
121                velocity.z = -velocity.z;
122                orxout() << "z" << endl;
123            }
124            if (distance_Z < distance_X) {
125                velocity.x = -velocity.x;
126                orxout() << "x" << endl;
127            }
128            else {
129                velocity.x = -velocity.x;
130                velocity.z = -velocity.z;
131                orxout() << "both" << endl;
132            }
133            this->setVelocity(velocity);
134        //}
135    }
136
137
138
139
140   
141    bool BallProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs)
142    {
143
144        orxout() << "wanna bounce..." << endl;
145        bool result = BasicProjectile::processCollision(otherObject, contactPoint, cs);
146        Bounce(otherObject, contactPoint, cs);
147        orxout() << "BOUNCED!" << endl;
148
149        return result;
150    }
151
152
153
154
155
156
157    void BallProjectile::tick(float dt)
158    {
159        SUPER(BallProjectile, tick, dt);
160
161        // Get the current position, velocity and acceleration of the ball.
162        Vector3 position = this->getPosition();
163        Vector3 velocity = this->getVelocity();
164        Vector3 acceleration = this->getAcceleration();
165
166        // If the ball has gone over the top or bottom boundary of the playing field (i.e. the ball has hit the top or bottom delimiters).
167        if (position.z > this->fieldHeight_ / 2 || position.z < -this->fieldHeight_ / 2)
168        {
169            // Its velocity in z-direction is inverted (i.e. it bounces off).
170            velocity.z = -velocity.z;
171            // And its position is set as to not overstep the boundary it has just crossed.
172            if (position.z > this->fieldHeight_ / 2)
173                position.z = this->fieldHeight_ / 2;
174            if (position.z < -this->fieldHeight_ / 2)
175                position.z = -this->fieldHeight_ / 2;
176
177            this->fireEvent();
178        }
179       
180        //Ball hits the right or left wall and should bounce back.
181        // If the ball has crossed the left or right boundary of the playing field.
182        if (position.x > this->fieldWidth_ / 2 || position.x < -this->fieldWidth_ / 2)
183        {
184            //Ball hits the right Wall
185            if (position.x > this->fieldWidth_ / 2)
186                {
187                    // Set the ball to be exactly at the boundary.
188                    position.x = this->fieldWidth_ / 2;
189                    // Invert its velocity in x-direction (i.e. it bounces off).
190                    velocity.x = -velocity.x;
191                    this->fireEvent();
192                    }
193
194            //Ball hits the left wall
195            else if (position.x < -this->fieldWidth_ / 2)
196                {
197                        // Set the ball to be exactly at the boundary.
198                        position.x = -this->fieldWidth_ / 2;
199                        // Invert its velocity in x-direction (i.e. it bounces off).
200                        velocity.x = -velocity.x;
201                        this->fireEvent();
202                    }
203        }
204
205        // Set the position, velocity and acceleration of the ball, if they have changed.
206        if (acceleration != this->getAcceleration())
207            this->setAcceleration(acceleration);
208        if (velocity != this->getVelocity())
209            this->setVelocity(velocity);
210        if (position != this->getPosition())
211            this->setPosition(position);
212    }
213
214
215
216
217    void BallProjectile::setSpeed(float speed)
218    {
219        if (speed != this->speed_) // If the speed changes
220        {
221            this->speed_ = speed;
222
223            // Set the speed in the direction of the balls current velocity.
224            Vector3 velocity = this->getVelocity();
225            if (velocity.x != 0)
226                velocity.x = sgn(velocity.x) * this->speed_;
227            else // If the balls current velocity is zero, the speed is set in a random direction.
228                velocity.x = this->speed_ * sgn(rnd(-1,1));
229
230            this->setVelocity(velocity);
231        }
232    }
233
234
235}
Note: See TracBrowser for help on using the repository browser.