/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #ifndef _Engine_H__ #define _Engine_H__ #include "OrxonoxPrereqs.h" #include "util/OrxAssert.h" #include "Item.h" namespace orxonox { /** @brief The Engine class provides propulsion to the SpaceShip. There are many parameters that can be specified: - The relativePosition, specifies the position relative to the center of the SpaceShip the Engine is mounted on. - The maximal speed, there are four maximal speeds that can be specified: The speedfront, the maximal forward speed. The speedback, the maximal backward speed. The speedleftright, the maximal speed in y-direction of the SpaceShip coordinate frame. The speedupdown, the maximal speed in z-direction of the SpaceShip coordinate frame. All maximal speeds (naturally) have to be non-negative. - The acceleration, there are five types of acceleration that can be specified: The accelerationfront, the forward acceleration. The accelerationbrake, the braking acceleration. The accelerationback, the backward acceleration. The accelerationleftright, the acceleration in y-direction. The accelerationupdown, the acceleration in z-direction. All accelerations have to be non-negative. - The boostfactor, specifies the factor by which boosting increases the speed. This has to be non-negative, as well. Beware that maximal speeds can be overcome through boosting. - The template, the name of the engine template. Allows for parameters of the Engine be set trough a template. @author Fabian 'x3n' Landau */ class _OrxonoxExport Engine : public Item { public: Engine(Context* context); virtual ~Engine(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; void setConfigValues(); virtual void run(float dt); // Run the engine for a given time interval. virtual void addToSpaceShip(SpaceShip* ship); // Adds the Engine to the input SpaceShip. /** @brief Get the SpaceShip this Engine is mounted on. @return Returns a pointer to the SpaceShip. nullptr if it isn't mounted on any ship. */ inline SpaceShip* getShip() const { return this->ship_; } /** @brief Set the relative position of the Engine. @param position The relative position with respect to the SpaceShip it is mounted on. */ inline void setRelativePosition(const Vector3 &position) { this->relativePosition_ = position; } /** @brief Get the relative position of the Engine. @return Returns the relative position with respect to the SpaceShip it is mounted on. */ inline const Vector3& getRelativePosition() const { return this->relativePosition_; } /** @brief Set the maximal forward speed of the Engine. @param speed The speed to be set. Must be non-negative. */ //TODO: Better OrxVerify()? inline void setMaxSpeedFront(float speed) { OrxAssert(speed >= 0.0f, "The input speed must be non-negative."); this->maxSpeedFront_ = speed; } /** @brief Set the maximal backward speed of the Engine. @param speed The speed to be set. Must be non-negative. */ inline void setMaxSpeedBack(float speed) { OrxAssert(speed >= 0.0f, "The input speed must be non-negative."); this->maxSpeedBack_ = speed; } /** @brief Set the maximal left-right speed of the Engine. @param speed The speed to be set. Must be non-negative. */ inline void setMaxSpeedLeftRight(float speed) { OrxAssert(speed >= 0.0f, "The input speed must be non-negative."); this->maxSpeedLeftRight_ = speed; } /** @brief Set the maximal up-down speed of the Engine. @param speed The speed to be set. Must be non-negative. */ inline void setMaxSpeedUpDown(float speed) { OrxAssert(speed >= 0.0f, "The input speed must be non-negative."); this->maxSpeedUpDown_ = speed; } /** @brief Get the maximal forward speed of the Engine. @return Returns the maximal forward speed of the Engine. Is non-negative. */ inline float getMaxSpeedFront() const { return this->maxSpeedFront_; } /** @brief Get the maximal backward speed of the Engine. @return Returns the maximal backward speed of the Engine. Is non-negative. */ inline float getMaxSpeedBack() const { return this->maxSpeedBack_; } /** @brief Get the maximal left-right speed of the Engine. @return Returns the maximal left-right speed of the Engine. Is non-negative. */ inline float getMaxSpeedLeftRight() const { return this->maxSpeedLeftRight_; } /** @brief Get the maximal up-down speed of the Engine. @return Returns the maximal up-down speed of the Engine. Is non-negative. */ inline float getMaxSpeedUpDown() const { return this->maxSpeedUpDown_; } /** @brief Set the forward acceleration produced by the Engine. @param acceleration The forward acceleration produced by the Engine. Must be non-negative. */ inline void setAccelerationFront(float acceleration) { OrxAssert(acceleration >= 0.0f, "The input acceleration must be non-negative."); this->accelerationFront_ = acceleration; } /** @brief Set the breaking acceleration produced by the Engine. @param acceleration The breaking acceleration produced by the engine. Must be non-negative. */ inline void setAccelerationBrake(float acceleration) { OrxAssert(acceleration >= 0.0f, "The input acceleration must be non-negative."); this->accelerationBrake_ = acceleration; } /** @brief Set the backward acceleration produced by the Engine. @param acceleration The backward acceleration produced by the Engine. */ inline void setAccelerationBack(float acceleration) { OrxAssert(acceleration >= 0.0f, "The input acceleration must be non-negative."); this->accelerationBack_ = acceleration; } /** @brief Set the left-right acceleration produced by the Engine. @param acceleration The left-right acceleration produced by the Engine. */ inline void setAccelerationLeftRight(float acceleration) { OrxAssert(acceleration >= 0.0f, "The input acceleration must be non-negative."); this->accelerationLeftRight_ = acceleration; } /** @brief Set the up-down acceleration produced by the Engine. @param acceleration The */ inline void setAccelerationUpDown(float acceleration) { OrxAssert(acceleration >= 0.0f, "The input acceleration must be non-negative."); this->accelerationUpDown_ = acceleration; } /** @brief Get the forward acceleration produced by the Engine. @return Returns the forward acceleration produced by the Engine. Is non-negative. */ inline float getAccelerationFront() const { return this->accelerationFront_; } /** @brief Get the breaking acceleration produced by the Engine. @return Returns the breaking acceleration produced by the Engine. Is non-negative. */ inline float getAccelerationBrake() const { return this->accelerationBrake_; } /** @brief Get the backward acceleration produced by the Engine. @return Returns the backward acceleration produced by the Engine. Is non-negative. */ inline float getAccelerationBack() const { return this->accelerationBack_; } /** @brief Get the left-right acceleration produced by the Engine. @return Returns the left-right acceleration produced by the Engine. Is non-negative. */ inline float getAccelerationLeftRight() const { return this->accelerationLeftRight_; } /** @brief Get the up-down acceleration produced by the Engine. @return Returns the up-down acceleration produced by the Engine. Is non-negative. */ inline float getAccelerationUpDown() const { return this->accelerationUpDown_; } /** @brief Set the factor by which boosting increases the forward acceleration of the Engine. @param factor The boost factor. Needs to be positive. */ inline void setBoostFactor(float factor) { OrxAssert(factor > 0.0f, "The input factor must be positive."); this->boostFactor_ = factor; } /** @brief Get the boost factor of the Engine. @return Returns the factor by which boosting increases the forward acceleration of the Engine. Is positive. */ inline float getBoostFactor() const { return this->boostFactor_; } /** @brief Add to the additional forward speed factor. @param speed The speed that is added to the additional forward speed. Must be non-negative. */ inline void addSpeedAdd(float speed) { this->speedAdd_ += speed; } /** @brief Add to the forward speed multiplication factor. @param factor The factor by which the forward speed multiplication factor is multiplied. Must be non-negative. */ inline void addSpeedMultiply(float factor) { OrxAssert(factor >= 0.0f, "The factor must be non-negative."); this->speedMultiply_ *= factor; } /** @brief Get the additional forward speed. @return Returns the additional forward speed. */ inline float getSpeedAdd(void) { return this->speedAdd_; } /** @brief Get the forward speed multiplication factor. @return Returns the forward speed multiplication factor. */ inline float getSpeedMultiply(void) { return this->speedMultiply_; } /** @brief Set the engine template, that specifies the parameters for the Engine. @param temp The name of the engine template. */ inline void setEngineTemplate(const std::string& temp) { this->engineTemplate_ = temp; this->loadEngineTemplate(); } /** @brief Get the engine template, that specifies the parameters for the Engine. @return Returns the name of the engine template. */ inline const std::string& getEngineTemplate() const { return this->engineTemplate_; } protected: void loadEngineTemplate(); // Load the engine template. virtual const Vector3& getSteering() const; // Get the steering direction imposed upon the Engine. private: void registerVariables(); void networkcallback_shipID(); std::string engineTemplate_; //!< The template that specifies the Engine's parameters. SpaceShip* ship_; //!< A pointer to the SpaceShip the Engine is mounted on. unsigned int shipID_; //!< Object ID of the SpaceShip the Engine is mounted on. Vector3 relativePosition_; //!< The relative position of the Engine with respect to the SpaceShip it is mounted on. float boostFactor_; //!< The factor by which boosting increases the forward acceleration. float speedAdd_; //!< Additional forward speed. Is not bounded by the maximal forward speed. float speedMultiply_; //!< Forward speed multiplication factor. Is not bounded by the maximal forward speed. float maxSpeedFront_; //!< The maximal forward speed. float maxSpeedBack_; //!< The maximal backward speed. float maxSpeedLeftRight_; //!< The maximal left-right speed. float maxSpeedUpDown_; //!< The maximal up-down speed. float accelerationFront_; //!< Forward acceleration produced by the Engine. float accelerationBrake_; //!< Breaking acceleration produced by the Engine. float accelerationBack_; //!< Backward acceleration produced by the Engine. float accelerationLeftRight_; //!< Left-right acceleration produced by the Engine. float accelerationUpDown_; //!< Up-down acceleration produced by the Engine. }; } #endif /* _Engine_H__ */