| 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 |  *      Gani Aliguzhinov | 
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| 24 |  | 
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| 25 |  *   Co-authors: | 
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| 26 |  *      Dominik Solenicki | 
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| 27 |  * | 
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| 28 |  */ | 
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| 29 | #include "controllers/FlyingController.h" | 
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| 30 | #include "core/XMLPort.h" | 
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| 31 | #include "worldentities/pawns/SpaceShip.h" | 
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| 32 | #include "util/Math.h" | 
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| 33 | #include <OgreMatrix3.h> | 
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| 34 |  | 
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| 35 | namespace orxonox | 
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| 36 | {     | 
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| 37 |     RegisterClass (FlyingController); | 
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| 38 |      | 
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| 39 |     FlyingController::FlyingController(Context* context): CommonController(context) | 
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| 40 |     { | 
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| 41 |         RegisterObject(FlyingController);         | 
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| 42 |         this->rotationProgress_ = 0; | 
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| 43 |         this->spread_ = 200; | 
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| 44 |         this->tolerance_ = 80; | 
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| 45 |     } | 
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| 46 |     FlyingController::~FlyingController()  | 
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| 47 |     { | 
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| 48 |  | 
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| 49 |     } | 
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| 50 |  | 
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| 51 |     void FlyingController::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 52 |     { | 
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| 53 |         XMLPortParam(FlyingController, "spread", setSpread, getSpread,  xmlelement, mode); | 
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| 54 |         XMLPortParam(FlyingController, "formationMode", setFormationModeXML, getFormationModeXML,  xmlelement, mode); | 
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| 55 |         SUPER(FlyingController, XMLPort, xmlelement, mode); | 
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| 56 |     } | 
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| 57 |     | 
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| 58 |     void FlyingController::setFormationModeXML(std::string val) | 
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| 59 |     { | 
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| 60 |         const std::string valUpper = getUppercase(val); | 
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| 61 |         FormationMode::Value value; | 
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| 62 |          | 
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| 63 |         if ( valUpper == "WALL" ) | 
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| 64 |             value = FormationMode::WALL; | 
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| 65 |         else if ( valUpper == "FINGER4" ) | 
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| 66 |             value = FormationMode::FINGER4; | 
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| 67 |         else if ( valUpper == "DIAMOND" ) | 
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| 68 |             value = FormationMode::DIAMOND; | 
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| 69 |         else | 
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| 70 |             ThrowException(ParseError, std::string( "Attempting to set an unknown FormationMode: '" )+ val + "'."); | 
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| 71 |         this->setFormationMode(value); | 
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| 72 |     } | 
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| 73 |     std::string FlyingController::getFormationModeXML() const | 
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| 74 |     { | 
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| 75 |         switch ( this->formationMode_ ) | 
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| 76 |         { | 
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| 77 |             case FormationMode::WALL: | 
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| 78 |             { return "WALL"; break; } | 
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| 79 |             case FormationMode::FINGER4: | 
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| 80 |             { return "FINGER4"; break; } | 
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| 81 |             case FormationMode::DIAMOND: | 
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| 82 |             { return "DIAMOND"; break; } | 
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| 83 |             default: | 
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| 84 |                 return "DIAMOND"; break; | 
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| 85 |         } | 
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| 86 |     } | 
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| 87 |     void FlyingController::stopMoving() | 
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| 88 |     { | 
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| 89 |         this->bHasTargetPosition_ = false; | 
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| 90 |     } | 
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| 91 |     void FlyingController::moveToPosition(const Vector3& target, float dt) | 
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| 92 |     { | 
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| 93 |         ControllableEntity* entity = this->getControllableEntity(); | 
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| 94 |  | 
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| 95 |         float distance = ( target - entity->getPosition() ).length(); | 
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| 96 |  | 
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| 97 |         if ( distance >= this->tolerance_ ) | 
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| 98 |         { | 
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| 99 |             Vector2 coord = get2DViewCoordinates | 
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| 100 |                 ( entity->getPosition() ,  | 
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| 101 |                 entity->getOrientation()  * WorldEntity::FRONT,  | 
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| 102 |                 entity->getOrientation()  * WorldEntity::UP,  | 
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| 103 |                 target ); | 
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| 104 |             float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); | 
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| 105 |             float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); | 
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| 106 |             entity->rotateYaw( ROTATEFACTOR * rotateX * dt ); | 
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| 107 |             entity->rotatePitch( ROTATEFACTOR * rotateY * dt ); | 
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| 108 |            | 
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| 109 |             if (distance > this->tolerance_*1.5f || (rotateX > -0.01 && rotateX < 0.01 && rotateY > -0.01 && rotateY < 0.01)) | 
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| 110 |                 entity->moveFrontBack( SPEED * dt ); | 
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| 111 |                 copyTargetOrientation(dt); | 
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| 112 |         } | 
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| 113 |         else | 
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| 114 |         {       | 
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| 115 |             bHasTargetPosition_ = false; | 
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| 116 |         } | 
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| 117 |     } | 
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| 118 |      | 
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| 119 |     void FlyingController::moveToTargetPosition(float dt) | 
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| 120 |     { | 
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| 121 |         this->moveToPosition (this->targetPosition_, dt); | 
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| 122 |     } | 
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| 123 |     void FlyingController::copyOrientation(const Quaternion& orient, float dt) | 
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| 124 |     { | 
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| 125 |         //inspired by | 
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| 126 |         //http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Quaternion+and+Rotation+Primer&structure=Tutorials#Q._How_can_I_make_my_objects_rotate_smoothly_You_mentioned_slerp_etc_ | 
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| 127 |         //how can I make my objects rotate smoothly? | 
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| 128 |         | 
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| 129 |         Quaternion myOrient = this->getControllableEntity()->getOrientation(); | 
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| 130 |         this->rotationProgress_ += dt; | 
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| 131 |  | 
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| 132 |         if (this->rotationProgress_ > 1) | 
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| 133 |         { | 
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| 134 |             this->rotationProgress_ = 0; | 
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| 135 |             this->bHasTargetOrientation_ = false; | 
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| 136 |         } | 
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| 137 |         else | 
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| 138 |         { | 
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| 139 |  | 
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| 140 |             Quaternion delta = Quaternion::Slerp(rotationProgress_, myOrient, orient, true); | 
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| 141 |              | 
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| 142 |             //rotate roll builds a Quaternion in roll method of WorldEntity, then it sets orientation. | 
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| 143 |             //it is faster just to set orientation, plus that way there is no need in calculating the roll angle. | 
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| 144 |             //On the downside, however, ship might also yaw and pitch, but this effect is neglectable, as we only call  | 
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| 145 |             //copyOrientation after we move our ship, thus it doesn't affect ships's flying direction too much. | 
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| 146 |             //If you don't like the code style, you are welcomed to uncomment the code below | 
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| 147 |             //and comment out setOrientation part, it will work just fine, but it will also be a tiny bit slower. | 
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| 148 |             //P.S. apperantly it did affect ship's direction and did so way too much. | 
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| 149 |             Matrix3 orientMatrix, myMatrix; | 
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| 150 |  | 
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| 151 |             delta.ToRotationMatrix(orientMatrix); | 
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| 152 |             myOrient.ToRotationMatrix (myMatrix); | 
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| 153 |  | 
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| 154 |             Radian yRad, pRad, rRad, yMy, pMy, rMy; | 
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| 155 |             orientMatrix.ToEulerAnglesYXZ(yRad, pRad, rRad); | 
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| 156 |             myMatrix.ToEulerAnglesYXZ (yMy, pMy, rMy); | 
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| 157 |  | 
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| 158 |             this->getControllableEntity()->rotateRoll ((rRad.valueRadians() - rMy.valueRadians())*ROTATEFACTOR*dt); | 
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| 159 |             // this->getControllableEntity()->setOrientation(delta); | 
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| 160 |         } | 
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| 161 |          | 
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| 162 |          | 
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| 163 |     } | 
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| 164 |     //change log: increased precision, increased rotation speed | 
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| 165 |     void FlyingController::copyTargetOrientation(float dt) | 
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| 166 |     { | 
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| 167 |         if (bHasTargetOrientation_) | 
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| 168 |         {    | 
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| 169 |             copyOrientation(targetOrientation_, dt); | 
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| 170 |         } | 
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| 171 |     } | 
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| 172 |      | 
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| 173 |     void FlyingController::setTargetPosition(const Vector3& target) | 
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| 174 |     { | 
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| 175 |         this->targetPosition_ = target; | 
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| 176 |         this->bHasTargetPosition_ = true; | 
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| 177 |     } | 
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| 178 |  | 
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| 179 |     void FlyingController::setTargetOrientation(const Quaternion& orient) | 
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| 180 |     { | 
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| 181 |         this->targetOrientation_=orient; | 
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| 182 |         this->bHasTargetOrientation_=true; | 
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| 183 |     } | 
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| 184 |  | 
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| 185 |     void FlyingController::setTargetOrientation(ControllableEntity* target) | 
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| 186 |     { | 
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| 187 |         if (target) | 
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| 188 |             setTargetOrientation(target->getOrientation()); | 
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| 189 |     } | 
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| 190 |     void FlyingController::boostControl() | 
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| 191 |     { | 
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| 192 |         SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity()); | 
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| 193 |         if(ship == NULL) return; | 
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| 194 |         if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower() ) //upper limit ->boost | 
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| 195 |         { | 
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| 196 |             this->getControllableEntity()->boost(true); | 
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| 197 |         } | 
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| 198 |         else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost | 
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| 199 |         { | 
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| 200 |            this->getControllableEntity()->boost(false); | 
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| 201 |         } | 
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| 202 |     } | 
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| 203 |     void FlyingController::keepFormation(const ControllableEntity* leaderEntity, Vector3& targetRelativePosition) | 
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| 204 |     { | 
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| 205 |         ControllableEntity* myEntity = this->getControllableEntity(); | 
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| 206 |         Vector3 myPosition = myEntity->getWorldPosition(); | 
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| 207 |  | 
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| 208 |         if (!leaderEntity) | 
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| 209 |         { | 
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| 210 |             return; | 
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| 211 |         } | 
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| 212 |         Quaternion orient = leaderEntity->getWorldOrientation(); | 
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| 213 |         Vector3 leaderPosition = leaderEntity->getWorldPosition(); | 
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| 214 |  | 
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| 215 |         if (!leaderEntity) | 
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| 216 |         { | 
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| 217 |             return; | 
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| 218 |         } | 
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| 219 |         Vector3 targetAbsolutePosition =  | 
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| 220 |             (leaderPosition + (orient*WorldEntity::FRONT) * (leaderEntity->getVelocity().length()/5) | 
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| 221 |              + (orient* (targetRelativePosition))); | 
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| 222 |         //let ship finish rotating. also don't call copyOrientation to often as it is a slow function. | 
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| 223 |         if (this->actionCounter_ % 6 == 0 && !this->bHasTargetOrientation_) | 
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| 224 |             this->setTargetOrientation (orient); | 
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| 225 |         this->setTargetPosition (targetAbsolutePosition); | 
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| 226 |         if ((targetAbsolutePosition - myPosition).length() > this->tolerance_ * 1.5f) | 
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| 227 |         { | 
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| 228 |             this->boostControl(); | 
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| 229 |         } | 
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| 230 |         else | 
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| 231 |         { | 
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| 232 |            this->getControllableEntity()->boost(false); | 
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| 233 |         } | 
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| 234 |     } | 
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| 235 | } | 
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