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source: code/branches/Presentation_FS19/src/modules/weapons/projectiles/BallProjectile.cc @ 12411

Last change on this file since 12411 was 12411, checked in by wiesep, 5 years ago

Merged OrxoBlox_FS19

File size: 8.3 KB
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[12402]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
[12281]34#include "BallProjectile.h"
[12368]35#include "gametypes/Gametype.h"
[12402]36#include <OrxoBlox/OrxoBloxStones.h>
[12281]37
[12368]38
[12281]39#include <OgreParticleEmitter.h>
40#include "core/CoreIncludes.h"
41#include "tools/ParticleInterface.h"
42#include "Scene.h"
43#include "core/command/Executor.h"
44#include "util/Convert.h"
[12310]45#include <bullet/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
46#include <bullet/LinearMath/btVector3.h>
[12281]47
48namespace orxonox
49{
50    RegisterClass(BallProjectile);
51
52    BallProjectile::BallProjectile(Context* context) : BillboardProjectile(context)
53    {
54        RegisterObject(BallProjectile);
55        this->textureIndex_ = 1;
56        this->setMass(0.1f);
57        this->maxTextureIndex_ = 8;
58        this->setDestroyAfterCollision(false); //I want the ball to bounce, not to be destroyed
[12371]59        this->fieldWidth_ = 46;
60        this->fieldHeight_ =  49;
[12384]61        this->orxoblox_ = this->getOrxoBlox();
[12387]62        this->setCollisionShapeRadius(2.5);
[12402]63       
64        //setEffect("Orxonox/sparks2");
[12281]65    }
66
67    void BallProjectile::registerVariables()
68    {
69        registerVariable(this->materialBase_);
[12310]70        registerVariable( this->speed_ );
[12281]71    }
72
73    /**
74    @brief
75        Set the material.
76    @param material
77        The name of the material. Material names with 1 to 8 appended must exist.
78    */
79    void BallProjectile::setMaterial(const std::string& material)
80    {
81        this->materialBase_ = material;
82
83        BillboardProjectile::setMaterial(material + multi_cast<std::string>(this->textureIndex_));
84    }
85
86    /**
87    @brief
88        Change the texture.
89    */
90    void BallProjectile::changeTexture()
91    {
92        this->textureIndex_++;
93        if (this->textureIndex_ > this->maxTextureIndex_)
94            this->textureIndex_ = 1;
95
96        this->setMaterial(this->materialBase_);
97    }
98
[12310]99
100
[12281]101    void BallProjectile::Bounce(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) {
102
103        Vector3 velocity = this->getVelocity();
[12310]104        Vector3 myPosition = otherObject->getPosition();
105        btVector3 positionOtherObject = contactPoint.getPositionWorldOnA();
[12281]106       
[12310]107            int distance_X = positionOtherObject.getX() - myPosition.x;
108            int distance_Z = positionOtherObject.getZ() - myPosition.z;
[12281]109
110            if (distance_X < 0)
[12310]111                distance_X = -distance_X;
[12281]112   
113
[12310]114            if (distance_Z < 0)
115                distance_Z = -distance_Z;
[12281]116
[12402]117            //orxout() << distance_X << endl;
118            //orxout() << distance_Z << endl;
119
[12310]120            if (distance_X < distance_Z) {
121                velocity.z = -velocity.z;
[12402]122                //orxout() << "z" << endl;
[12310]123            }
124            if (distance_Z < distance_X) {
[12281]125                velocity.x = -velocity.x;
[12402]126                //orxout() << "x" << endl;
[12310]127            }
[12281]128            else {
129                velocity.x = -velocity.x;
[12310]130                velocity.z = -velocity.z;
[12402]131                //orxout() << "both" << endl;
[12281]132            }
[12310]133            this->setVelocity(velocity);
[12402]134        //}
[12281]135    }
136
137   
138    bool BallProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs)
139    {
140        bool result = BasicProjectile::processCollision(otherObject, contactPoint, cs);
[12371]141        if (result == true) {
142            if (otherObject->isA(Class(OrxoBloxStones))) {
143                Bounce(otherObject, contactPoint, cs);
[12402]144                (orxonox_cast<OrxoBloxStones*>(otherObject))->gotHit();
[12393]145               
[12371]146            }
147        }
[12281]148        return result;
149    }
[12310]150
151
[12384]152   
[12368]153    OrxoBlox* BallProjectile::getOrxoBlox()
154    {
155        if (this->getGametype() != nullptr && this->getGametype()->isA(Class(OrxoBlox)))
156        {
157            OrxoBlox* orxobloxGametype = orxonox_cast<OrxoBlox*>(this->getGametype());
158            return orxobloxGametype;
159        }
160        else orxout()<<"There is no Gametype for OrxoBlox! ask Anna"<< endl;
161        return nullptr;
162    }
[12384]163   
[12310]164
165
166    void BallProjectile::tick(float dt)
167    {
168        SUPER(BallProjectile, tick, dt);
169
[12368]170               // Get the current position, velocity and acceleration of the ball.
[12388]171        bool suicidal = false;
[12310]172        Vector3 position = this->getPosition();
173        Vector3 velocity = this->getVelocity();
174        Vector3 acceleration = this->getAcceleration();
175
[12371]176        velocity.y = 0;
177        position.y = 0;
178
[12310]179        // 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).
[12371]180        if (position.z > this->fieldHeight_ || position.z < -this->fieldHeight_)
[12310]181        {
[12368]182
[12310]183            velocity.z = -velocity.z;
[12368]184            // And its position is set as to not overstep the boundary it has just crossed. Remember z axis is reverted!!!
[12371]185            if (position.z > this->fieldHeight_){
[12368]186                // Set the ball to be exactly at the boundary.
[12371]187                position.z = this-> fieldHeight_;
[12401]188                orxoblox_->count();
[12388]189                suicidal = true;
[12368]190               
191            }
[12371]192            if (position.z < -this->fieldHeight_){
193                position.z = -this->fieldHeight_;
[12368]194               
195            }
196
[12310]197            this->fireEvent();
198        }
199       
200        //Ball hits the right or left wall and should bounce back.
201        // If the ball has crossed the left or right boundary of the playing field.
[12371]202        if (position.x > this->fieldWidth_ || position.x < -this->fieldWidth_)
[12310]203        {
204            //Ball hits the right Wall
[12371]205            if (position.x > this->fieldWidth_)
[12310]206                {
207                    // Set the ball to be exactly at the boundary.
[12371]208                    position.x = this->fieldWidth_;
[12310]209                    // Invert its velocity in x-direction (i.e. it bounces off).
210                    velocity.x = -velocity.x;
211                    this->fireEvent();
212                    }
213
214            //Ball hits the left wall
[12371]215            else if (position.x < -this->fieldWidth_)
[12310]216                {
217                        // Set the ball to be exactly at the boundary.
[12371]218                        position.x = -this->fieldWidth_;
[12310]219                        // Invert its velocity in x-direction (i.e. it bounces off).
220                        velocity.x = -velocity.x;
221                        this->fireEvent();
222                    }
223        }
224
225        // Set the position, velocity and acceleration of the ball, if they have changed.
226        if (acceleration != this->getAcceleration())
227            this->setAcceleration(acceleration);
228        if (velocity != this->getVelocity())
229            this->setVelocity(velocity);
230        if (position != this->getPosition())
231            this->setPosition(position);
[12368]232        //this->Collides((this->orxoblox_->CheckForCollision(this)));
[12388]233        if (suicidal == true) {
234            this->destroy();
235        }
[12368]236
[12310]237    }
238
239
240
241    void BallProjectile::setSpeed(float speed)
242    {
243        if (speed != this->speed_) // If the speed changes
244        {
245            this->speed_ = speed;
246
247            // Set the speed in the direction of the balls current velocity.
248            Vector3 velocity = this->getVelocity();
249            if (velocity.x != 0)
250                velocity.x = sgn(velocity.x) * this->speed_;
251            else // If the balls current velocity is zero, the speed is set in a random direction.
252                velocity.x = this->speed_ * sgn(rnd(-1,1));
253
254            this->setVelocity(velocity);
255        }
256    }
257
[12378]258    void BallProjectile::destroyObject(void)
259    {
260        if(GameMode::isMaster()) {
261        }
262    }
[12310]263
[12378]264
265
[12281]266}
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