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source: code/branches/fps/src/orxonox/worldentities/pawns/FpsPlayer.cc @ 7052

Last change on this file since 7052 was 7052, checked in by freicy, 14 years ago

by Cyrill Frei

File size: 9.3 KB
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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 *      Cyrill Frei
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "FpsPlayer.h"
30
31#include <OgreSceneNode.h>
32#include <BulletDynamics/Dynamics/btRigidBody.h>
33#include <LinearMath/btVector3.h>
34#include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
35#include <OgreSceneManager.h>
36#include <OgreSceneNode.h>
37#include <OgreEntity.h>
38
39#include "core/CoreIncludes.h"
40#include "core/ConfigValueIncludes.h"
41#include "core/Template.h"
42#include "core/XMLPort.h"
43#include "items/Engine.h"
44#include "Scene.h"
45#include "weaponsystem/WeaponPack.h"
46#include "weaponsystem/WeaponSlot.h"
47#include "weaponsystem/Weapon.h"
48
49#include <cmath>
50
51namespace orxonox
52{
53    const float orientationGain = 100;
54    const float jumpvalue = 300;
55    CreateFactory(FpsPlayer);
56
57    FpsPlayer::FpsPlayer(BaseObject* creator) : Pawn(creator)
58    {
59        RegisterObject(FpsPlayer);
60        this->speed_ = 200;
61        this->localVelocity_ = Vector3::ZERO;
62/*
63 *        this->primaryThrust_  = 100;
64 *        this->auxilaryThrust_ =  30;
65 *        this->rotationThrust_ =  10;
66 *
67 *        this->localLinearAcceleration_.setValue(0, 0, 0);
68 *        this->localAngularAcceleration_.setValue(0, 0, 0);
69 *        this->bBoost_ = false;
70 *        this->bPermanentBoost_ = false;
71 *        this->steering_ = Vector3::ZERO;
72*/     
73
74
75        this->bInvertYAxis_ = false;
76
77        this->setDestroyWhenPlayerLeft(true);
78
79        // FpsPlayer is always a physical object per default
80        // Be aware of this call: The collision type legality check will not reach derived classes!
81        this->setCollisionType(WorldEntity::Dynamic);
82        // Get notification about collisions
83        this->enableCollisionCallback();
84
85        this->setConfigValues();
86        this->registerVariables();
87
88        this->weaponNode = this->cameraPositionRootNode_;
89        //this->weaponNode = this->getScene()->getRootSceneNode()->createChildSceneNode();
90        //this->weaponNode = this->cameraPositionRootNode_->createChildSceneNode();
91        this->attachNode(this->weaponNode);
92    }
93
94    FpsPlayer::~FpsPlayer()
95    {
96        if (this->isInitialized() && this->mesh_.getEntity())
97            this->detachOgreObject(this->mesh_.getEntity());
98    }
99
100    void FpsPlayer::XMLPort(Element& xmlelement, XMLPort::Mode mode)
101    {
102        SUPER(FpsPlayer, XMLPort, xmlelement, mode);
103       
104        XMLPortParamVariable(FpsPlayer, "primaryThrust",  primaryThrust_,  xmlelement, mode);
105        XMLPortParamVariable(FpsPlayer, "auxilaryThrust", auxilaryThrust_, xmlelement, mode);
106        XMLPortParamVariable(FpsPlayer, "rotationThrust", rotationThrust_, xmlelement, mode);
107        XMLPortParam(FpsPlayer, "weapon", setMeshSource, getMeshSource, xmlelement, mode);
108    }
109
110    void FpsPlayer::registerVariables()
111    {
112        registerVariable(this->primaryThrust_,  VariableDirection::ToClient);
113        registerVariable(this->auxilaryThrust_, VariableDirection::ToClient);
114        registerVariable(this->rotationThrust_, VariableDirection::ToClient);
115        registerVariable(this->weaponmashname);
116    }
117   
118   
119
120    void FpsPlayer::setConfigValues()
121    {
122        SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = targetting down).");
123    }
124
125    bool FpsPlayer::isCollisionTypeLegal(WorldEntity::CollisionType type) const
126    {
127        if (type != WorldEntity::Dynamic)
128        {
129            CCOUT(1) << "Error: Cannot tell a FpsPlayer not to be dynamic! Ignoring." << std::endl;
130            assert(false); // Only in debug mode
131            return false;
132        }
133        else
134            return true;
135    }
136
137    void FpsPlayer::tick(float dt)
138    {
139        if (this->hasLocalController())
140        {
141            this->setOrientation(savedOrientation_);
142           
143            thistickboost=false;
144           
145            float localSpeedSquared = this->localVelocity_.squaredLength();
146            float localSpeed;
147            if (localSpeedSquared > 1.0)
148                localSpeed = this->speed_ / sqrtf(localSpeedSquared);
149            else
150                localSpeed = this->speed_;
151
152            this->localVelocity_.x *= localSpeed;
153            this->localVelocity_.z *= localSpeed;
154            Vector3 temp = this->getOrientation() * this->localVelocity_;
155            if(localVelocity_.y==jumpvalue) this->setVelocity(Vector3(temp.x, temp.y + this->getVelocity().y, temp.z));
156            else this->setVelocity(Vector3(temp.x, this->getVelocity().y, temp.z));
157            this->localVelocity_.x = 0;
158            this->localVelocity_.y = 0;
159            this->localVelocity_.z = 0;
160
161            if (!this->isInMouseLook())
162            {
163                this->yaw(Radian(this->yaw_ * this->getMouseLookSpeed()), WorldEntity::Parent);
164               
165                Radian pitch=this->cameraPositionRootNode_->getOrientation().getPitch();
166                if( pitch<Radian(1.5707) && pitch>Radian(-1.5707) ) {
167                        //this->weaponNode->pitch(Radian(this->pitch_ * this->getMouseLookSpeed()));
168                        this->cameraPositionRootNode_->pitch(Radian(this->pitch_ * this->getMouseLookSpeed()));
169                        }
170                else if(pitch<Radian(-1.5707)){
171                        if(this->pitch_>0.0) {
172                                //this->weaponNode->pitch(Radian(this->pitch_ * this->getMouseLookSpeed()));
173                                this->cameraPositionRootNode_->pitch(Radian(this->pitch_ * this->getMouseLookSpeed()));
174                                }
175                        else if(pitch<Radian(-1.571)){
176                                //this->weaponNode->pitch(-pitch+Radian(-1.570796));
177                                this->cameraPositionRootNode_->pitch(-pitch+Radian(-1.570796));
178                                }
179                }
180                else if(pitch>Radian(1.5707)){
181                        if(this->pitch_<0.0) {
182                                //this->weaponNode->pitch(Radian(this->pitch_ * this->getMouseLookSpeed()));
183                                this->cameraPositionRootNode_->pitch(Radian(this->pitch_ * this->getMouseLookSpeed()));
184                                }
185                        else if(pitch>Radian(1.571)){ 
186                                //this->weaponNode->pitch(-pitch+Radian(1.570796));
187                                this->cameraPositionRootNode_->pitch(-pitch+Radian(1.570796));
188                                }
189                }
190                //this->weaponNode->setOrientation(this->cameraPositionRootNode_->getOrientation());
191               
192            }
193
194            this->yaw_ = this->pitch_ = this->roll_ = 0;
195           
196            //Quaternion q=this->getOrientation();
197            //if( q.y<0.99 ) this->setOrientation(q.w, q.x, 1.0, q.z);
198            this->setAngularVelocity(0.0, 0.0, 0.0);
199            savedOrientation_=this->getOrientation();
200        }
201
202        SUPER(FpsPlayer, tick, dt);
203    }
204   
205    void FpsPlayer::changedMesh()
206    {
207        if (GameMode::showsGraphics())
208        {
209            if (this->mesh_.getEntity())
210                this->weaponNode->detachObject(this->mesh_.getEntity());
211
212            this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_);
213
214            if (this->mesh_.getEntity())
215            {
216                this->weaponNode->attachObject(this->mesh_.getEntity());
217            }
218        }
219    }
220
221    void FpsPlayer::setPlayer(PlayerInfo* player)
222    {
223        ControllableEntity::setPlayer(player);
224
225//        this->setSyncMode(ObjectDirection::ToClient);
226    }
227
228    void FpsPlayer::startLocalHumanControl()
229    {
230        ControllableEntity::startLocalHumanControl();
231    }
232   
233    void FpsPlayer::moveFrontBack(const Vector2& value)
234    {
235        this->localVelocity_.z -= value.x;
236    }
237
238
239    void FpsPlayer::moveRightLeft(const Vector2& value)
240    {
241        this->localVelocity_.x += value.x;
242    }
243
244    void FpsPlayer::moveUpDown(const Vector2& value)
245    {
246        //this->localVelocity_.y += value.x;
247    }
248
249    void FpsPlayer::rotateYaw(const Vector2& value)
250    {
251        this->yaw_ += value.y;
252
253        ControllableEntity::rotateYaw(value);
254    }
255
256    void FpsPlayer::rotatePitch(const Vector2& value)
257    {
258        this->pitch_ += value.y;
259
260        ControllableEntity::rotatePitch(value);
261    }
262
263    void FpsPlayer::rotateRoll(const Vector2& value)
264    {
265        this->roll_ += value.y;
266
267        ControllableEntity::rotateRoll(value);
268    }
269
270    void FpsPlayer::fire()
271    {
272    }
273   
274    void FpsPlayer::boost()                                     //acctually jump
275    {
276        if(isfloor) { 
277                if(!thistickboost) this->localVelocity_.y = jumpvalue;
278                //this->physicalBody_->applyCentralImpulse(btVector3(0, jumpvalue, 0));
279                thistickboost=true;
280                isfloor=false;
281        }
282    }
283
284    bool FpsPlayer::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
285    {
286        if(contactPoint.m_normalWorldOnB.y() > 0.6) isfloor=true;
287        else isfloor=false;
288       
289        return false;
290    }
291   
292    void FpsPlayer::addedWeaponPack(WeaponPack* wPack)
293    {
294        for (size_t i = 0; i < wPack->getNumWeapons(); ++i)
295        {
296            Weapon* weapon = wPack->getWeapon(i);
297            if (weapon->getWeaponSlot())
298            {
299                weapon->getWeaponSlot()->removeWeapon();
300                weapon->detachFromParent();
301                weapon->attachToNode(this->weaponNode);
302            }
303        }
304    }
305}
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