Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

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
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#include "gametypes/Gametype.h"
36#include <OrxoBlox/OrxoBloxStones.h>
37
38
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"
45#include <bullet/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
46#include <bullet/LinearMath/btVector3.h>
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
59        this->fieldWidth_ = 46;
60        this->fieldHeight_ =  49;
61        this->orxoblox_ = this->getOrxoBlox();
62        this->setCollisionShapeRadius(2.5);
63       
64        //setEffect("Orxonox/sparks2");
65    }
66
67    void BallProjectile::registerVariables()
68    {
69        registerVariable(this->materialBase_);
70        registerVariable( this->speed_ );
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
99
100
101    void BallProjectile::Bounce(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) {
102
103        Vector3 velocity = this->getVelocity();
104        Vector3 myPosition = otherObject->getPosition();
105        btVector3 positionOtherObject = contactPoint.getPositionWorldOnA();
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    bool BallProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs)
139    {
140        bool result = BasicProjectile::processCollision(otherObject, contactPoint, cs);
141        if (result == true) {
142            if (otherObject->isA(Class(OrxoBloxStones))) {
143                Bounce(otherObject, contactPoint, cs);
144                (orxonox_cast<OrxoBloxStones*>(otherObject))->gotHit();
145               
146            }
147        }
148        return result;
149    }
150
151
152   
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    }
163   
164
165
166    void BallProjectile::tick(float dt)
167    {
168        SUPER(BallProjectile, tick, dt);
169
170               // Get the current position, velocity and acceleration of the ball.
171        bool suicidal = false;
172        Vector3 position = this->getPosition();
173        Vector3 velocity = this->getVelocity();
174        Vector3 acceleration = this->getAcceleration();
175
176        velocity.y = 0;
177        position.y = 0;
178
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).
180        if (position.z > this->fieldHeight_ || position.z < -this->fieldHeight_)
181        {
182
183            velocity.z = -velocity.z;
184            // And its position is set as to not overstep the boundary it has just crossed. Remember z axis is reverted!!!
185            if (position.z > this->fieldHeight_){
186                // Set the ball to be exactly at the boundary.
187                position.z = this-> fieldHeight_;
188                orxoblox_->count();
189                suicidal = true;
190               
191            }
192            if (position.z < -this->fieldHeight_){
193                position.z = -this->fieldHeight_;
194               
195            }
196
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.
202        if (position.x > this->fieldWidth_ || position.x < -this->fieldWidth_)
203        {
204            //Ball hits the right Wall
205            if (position.x > this->fieldWidth_)
206                {
207                    // Set the ball to be exactly at the boundary.
208                    position.x = this->fieldWidth_;
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
215            else if (position.x < -this->fieldWidth_)
216                {
217                        // Set the ball to be exactly at the boundary.
218                        position.x = -this->fieldWidth_;
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);
232        //this->Collides((this->orxoblox_->CheckForCollision(this)));
233        if (suicidal == true) {
234            this->destroy();
235        }
236
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
258    void BallProjectile::destroyObject(void)
259    {
260        if(GameMode::isMaster()) {
261        }
262    }
263
264
265
266}
Note: See TracBrowser for help on using the repository browser.