| 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 | *      Oli Scheuss | 
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| 24 | *   Co-authors: | 
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| 25 | *      Damian 'Mozork' Frick | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | #include "AutonomousDroneController.h" | 
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| 30 |  | 
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| 31 | #include "worldentities/AutonomousDrone.h" | 
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| 32 | #include "util/Math.h" | 
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| 33 |  | 
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| 34 | namespace orxonox | 
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| 35 | { | 
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| 36 | //TODO: Put your code in here: | 
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| 37 | // Create the factory for the drone controller. | 
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| 38 | RegisterClass(AutonomousDroneController); | 
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| 39 | /** | 
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| 40 | @brief | 
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| 41 | Constructor. | 
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| 42 | @param context | 
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| 43 | The context of this object. | 
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| 44 | */ | 
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| 45 | AutonomousDroneController::AutonomousDroneController(Context* context) : Controller(context) | 
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| 46 | { | 
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| 47 | //TODO: Place your code here: | 
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| 48 | // Make sure to register the object and create the factory. | 
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| 49 | RegisterObject(AutonomousDroneController); | 
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| 50 | // This checks that our context really is a drone | 
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| 51 | // and saves the pointer to the drone for the controlling commands | 
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| 52 | /* NOTE from Sandro: This is currently broken */ | 
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| 53 | //AutonomousDrone* drone = dynamic_cast<AutonomousDrone*>(context); | 
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| 54 | //assert(drone != nullptr); | 
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| 55 | //this->setControllableEntity(drone); | 
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| 56 | } | 
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| 57 |  | 
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| 58 | /** | 
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| 59 | @brief | 
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| 60 | Destructor. | 
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| 61 | */ | 
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| 62 | AutonomousDroneController::~AutonomousDroneController() | 
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| 63 | { | 
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| 64 |  | 
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| 65 | } | 
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| 66 |  | 
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| 67 | /** | 
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| 68 | @brief | 
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| 69 | The controlling happens here. This method defines what the controller has to do each tick. | 
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| 70 | @param dt | 
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| 71 | The duration of the tick. | 
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| 72 | */ | 
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| 73 | void AutonomousDroneController::tick(float dt) | 
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| 74 | { | 
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| 75 |  | 
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| 76 | static int i = 0; | 
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| 77 |  | 
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| 78 | /* NOTE: Ugly hack by Sandro to make the tutorial work for the moment. | 
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| 79 | * This will be reverted once the framework update is complete | 
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| 80 | */ | 
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| 81 | //AutonomousDrone *myDrone = static_cast<AutonomousDrone*>(this->getControllableEntity()); | 
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| 82 | ObjectList<AutonomousDrone> objectList; | 
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| 83 | ObjectList<AutonomousDrone>::iterator it = objectList.begin(); | 
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| 84 | AutonomousDrone* myDrone = *it; | 
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| 85 |  | 
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| 86 | if (myDrone != nullptr) | 
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| 87 | { | 
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| 88 | //TODO: Place your code here: | 
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| 89 | // Steering commands | 
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| 90 | // You can use the commands provided by the AutonomousDrone to steer it: | 
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| 91 | // - moveFrontBack, moveRightLeft, moveUpDown | 
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| 92 | // - rotatePitch, rotateYaw, rotateRoll | 
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| 93 | // You will see, that the AutonomousDrone has two variants for each of these commands, one with a vector as input and one with just a float. Use the one with just the float as input. | 
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| 94 | // Apply them to myDrone (e.g. myDrone->rotateYaw(..) ) | 
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| 95 | // dt is the time passed since the last call of the tick function in seconds. | 
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| 96 | int iMax = 100; | 
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| 97 | double R = 250; | 
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| 98 |  | 
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| 99 | double x = R * cos(math::twoPi/iMax*i); | 
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| 100 | double y = R * sin(math::twoPi/iMax*i); | 
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| 101 |  | 
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| 102 |  | 
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| 103 | const Vector2 motion1 = Vector2(x,0); | 
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| 104 | const Vector2 motion2 = Vector2(y,0); | 
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| 105 |  | 
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| 106 |  | 
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| 107 | myDrone->moveRightLeft(motion1); | 
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| 108 | myDrone->moveUpDown(motion2); | 
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| 109 |  | 
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| 110 | i = (i+1)%iMax; | 
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| 111 |  | 
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| 112 |  | 
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| 113 | } | 
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| 114 | } | 
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| 115 | } | 
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