| 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 |  *      Gani Aliguzhinov | 
|---|
| 24 |  | 
|---|
| 25 |  *   Co-authors: | 
|---|
| 26 |  *   ... | 
|---|
| 27 |  * | 
|---|
| 28 |  */ | 
|---|
| 29 | #include <OgreMatrix3.h>                        //for Quaternion manipulations | 
|---|
| 30 |  | 
|---|
| 31 | #include "util/Math.h"                           | 
|---|
| 32 | #include "core/XMLPort.h" | 
|---|
| 33 | #include "controllers/FlyingController.h" | 
|---|
| 34 |  | 
|---|
| 35 | #include "worldentities/pawns/SpaceShip.h"      //for boosting | 
|---|
| 36 |  | 
|---|
| 37 | namespace orxonox | 
|---|
| 38 | {     | 
|---|
| 39 |     const float FlyingController::SPEED = 0.9f/0.02f; | 
|---|
| 40 |     const float FlyingController::ROTATEFACTOR = 0.6f/0.02f; | 
|---|
| 41 |  | 
|---|
| 42 |     RegisterClass (FlyingController); | 
|---|
| 43 |      | 
|---|
| 44 |     FlyingController::FlyingController(Context* context): CommonController(context) | 
|---|
| 45 |     { | 
|---|
| 46 |         RegisterObject(FlyingController);         | 
|---|
| 47 |         this->rotationProgress_ = 0; | 
|---|
| 48 |         this->spread_ = 200; | 
|---|
| 49 |         this->tolerance_ = 80; | 
|---|
| 50 |         this->bCopyOrientation_ = true; | 
|---|
| 51 |     } | 
|---|
| 52 |     FlyingController::~FlyingController()  | 
|---|
| 53 |     { | 
|---|
| 54 |     } | 
|---|
| 55 |  | 
|---|
| 56 |     void FlyingController::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
|---|
| 57 |     { | 
|---|
| 58 |         XMLPortParam(FlyingController, "spread", setSpread, getSpread,  xmlelement, mode); | 
|---|
| 59 |         XMLPortParam(FlyingController, "formationMode", setFormationModeXML, getFormationModeXML,  xmlelement, mode); | 
|---|
| 60 |         SUPER(FlyingController, XMLPort, xmlelement, mode); | 
|---|
| 61 |     } | 
|---|
| 62 |     | 
|---|
| 63 |     void FlyingController::setFormationModeXML(const std::string& val) | 
|---|
| 64 |     { | 
|---|
| 65 |         const std::string valUpper = getUppercase(val); | 
|---|
| 66 |         FormationMode value; | 
|---|
| 67 |          | 
|---|
| 68 |         if (valUpper == "WALL") | 
|---|
| 69 |             value = FormationMode::WALL; | 
|---|
| 70 |         else if (valUpper == "FINGER4") | 
|---|
| 71 |             value = FormationMode::FINGER4; | 
|---|
| 72 |         else if (valUpper == "DIAMOND") | 
|---|
| 73 |             value = FormationMode::DIAMOND; | 
|---|
| 74 |         else | 
|---|
| 75 |             ThrowException(ParseError, std::string("Attempting to set an unknown FormationMode: '")+ val + "'."); | 
|---|
| 76 |         this->setFormationMode(value); | 
|---|
| 77 |     } | 
|---|
| 78 |     std::string FlyingController::getFormationModeXML() const | 
|---|
| 79 |     { | 
|---|
| 80 |         switch (this->formationMode_) | 
|---|
| 81 |         { | 
|---|
| 82 |             case FormationMode::WALL: | 
|---|
| 83 |             { return "WALL"; } | 
|---|
| 84 |             case FormationMode::FINGER4: | 
|---|
| 85 |             { return "FINGER4"; } | 
|---|
| 86 |             case FormationMode::DIAMOND: | 
|---|
| 87 |             { return "DIAMOND"; } | 
|---|
| 88 |             default: | 
|---|
| 89 |                 return "DIAMOND"; | 
|---|
| 90 |         } | 
|---|
| 91 |     } | 
|---|
| 92 |     void FlyingController::stopMoving() | 
|---|
| 93 |     { | 
|---|
| 94 |         this->bHasTargetPosition_ = false; | 
|---|
| 95 |     } | 
|---|
| 96 |     /** | 
|---|
| 97 |     @brief | 
|---|
| 98 |       if distance to targetPosition is smaller than this->tolerance_, no moving should be made, otherwise | 
|---|
| 99 |       find amount of yaw and pitch that have to be applied, so that ship looks at targetPosition, then | 
|---|
| 100 |       ship is moved forward towards targetPosition. Also target orientation is being applied. | 
|---|
| 101 |     */ | 
|---|
| 102 |     void FlyingController::moveToPosition(const Vector3& targetPosition, float dt) | 
|---|
| 103 |     { | 
|---|
| 104 |         if (!this->getControllableEntity()) | 
|---|
| 105 |             return; | 
|---|
| 106 |         ControllableEntity* entity = this->getControllableEntity(); | 
|---|
| 107 |  | 
|---|
| 108 |         float distance = (targetPosition - entity->getPosition()).length(); | 
|---|
| 109 |  | 
|---|
| 110 |         if (distance >= this->tolerance_) | 
|---|
| 111 |         { | 
|---|
| 112 |             //function that calculates how much yaw and pitch are to be applied | 
|---|
| 113 |             Vector2 coord = get2DViewCoordinates | 
|---|
| 114 |                 (entity->getPosition() ,  | 
|---|
| 115 |                 entity->getOrientation()  * WorldEntity::FRONT,  | 
|---|
| 116 |                 entity->getOrientation()  * WorldEntity::UP,  | 
|---|
| 117 |                 targetPosition); | 
|---|
| 118 |             //limit yaw and pitch by [-1,1] | 
|---|
| 119 |             float rotateX = -clamp(coord.x * 10, -1.0f, 1.0f); | 
|---|
| 120 |             float rotateY = clamp(coord.y * 10, -1.0f, 1.0f); | 
|---|
| 121 |  | 
|---|
| 122 |             if (!entity) | 
|---|
| 123 |                 return; | 
|---|
| 124 |  | 
|---|
| 125 |             //apply yaw and pitch | 
|---|
| 126 |             entity->rotateYaw(ROTATEFACTOR * rotateX * dt); | 
|---|
| 127 |             entity->rotatePitch(ROTATEFACTOR * rotateY * dt); | 
|---|
| 128 |              | 
|---|
| 129 |             if (!entity) | 
|---|
| 130 |                 return; | 
|---|
| 131 |             | 
|---|
| 132 |             //only move either if ship looks at target with a certain tolerance, or if ship is far enough for it to be ok to move in a curve. | 
|---|
| 133 |             if (distance > this->tolerance_*1.5f || (rotateX > -0.03 && rotateX < 0.03 && rotateY > -0.03 && rotateY < 0.03)) | 
|---|
| 134 |                 entity->moveFrontBack(SPEED * dt); | 
|---|
| 135 |             //roll | 
|---|
| 136 |             copyTargetOrientation(dt); | 
|---|
| 137 |         } | 
|---|
| 138 |         else | 
|---|
| 139 |         {       | 
|---|
| 140 |             bHasTargetPosition_ = false; | 
|---|
| 141 |         } | 
|---|
| 142 |     } | 
|---|
| 143 |     /** | 
|---|
| 144 |     @brief | 
|---|
| 145 |       fly towards a preset targetPosition_ | 
|---|
| 146 |     */ | 
|---|
| 147 |     void FlyingController::moveToTargetPosition(float dt) | 
|---|
| 148 |     { | 
|---|
| 149 |         this->moveToPosition (this->targetPosition_, dt); | 
|---|
| 150 |     } | 
|---|
| 151 |     /** | 
|---|
| 152 |     @brief | 
|---|
| 153 |       roll ship so that it has same roll as orient | 
|---|
| 154 |     */ | 
|---|
| 155 |     void FlyingController::copyOrientation(const Quaternion& orient, float dt) | 
|---|
| 156 |     { | 
|---|
| 157 |         //copied from | 
|---|
| 158 |         //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_ | 
|---|
| 159 |         //how can I make my objects rotate smoothly? | 
|---|
| 160 |         if (!this->getControllableEntity()) | 
|---|
| 161 |             return; | 
|---|
| 162 |         Quaternion myOrient = this->getControllableEntity()->getOrientation(); | 
|---|
| 163 |         this->rotationProgress_ += dt; | 
|---|
| 164 |  | 
|---|
| 165 |         if (this->rotationProgress_ > 1) | 
|---|
| 166 |         { | 
|---|
| 167 |             this->rotationProgress_ = 0; | 
|---|
| 168 |             this->bHasTargetOrientation_ = false; | 
|---|
| 169 |         } | 
|---|
| 170 |         else | 
|---|
| 171 |         { | 
|---|
| 172 |             Quaternion deltaOrientation = Quaternion::Slerp(rotationProgress_, myOrient, orient, true); | 
|---|
| 173 |              | 
|---|
| 174 |             Matrix3 deltaMatrix, myMatrix; | 
|---|
| 175 |  | 
|---|
| 176 |             deltaOrientation.ToRotationMatrix(deltaMatrix); | 
|---|
| 177 |             myOrient.ToRotationMatrix (myMatrix); | 
|---|
| 178 |  | 
|---|
| 179 |             Radian yawDelta, pitchDelta, rollDelta, yawMy, pitchMy, rollMy; | 
|---|
| 180 |             deltaMatrix.ToEulerAnglesYXZ(yawDelta, pitchDelta, rollDelta); | 
|---|
| 181 |             myMatrix.ToEulerAnglesYXZ (yawMy, pitchMy, rollMy); | 
|---|
| 182 |  | 
|---|
| 183 |             if (!this->getControllableEntity()) | 
|---|
| 184 |                 return; | 
|---|
| 185 |             this->getControllableEntity()->rotateRoll ((rollDelta.valueRadians() - rollMy.valueRadians())*ROTATEFACTOR*dt); | 
|---|
| 186 |         } | 
|---|
| 187 |     } | 
|---|
| 188 |     /** | 
|---|
| 189 |     @brief | 
|---|
| 190 |       roll ship so that it has same roll as a preset targetOrientation_ | 
|---|
| 191 |     */ | 
|---|
| 192 |     void FlyingController::copyTargetOrientation(float dt) | 
|---|
| 193 |     { | 
|---|
| 194 |         if (bHasTargetOrientation_) | 
|---|
| 195 |         {    | 
|---|
| 196 |             this->copyOrientation(targetOrientation_, dt); | 
|---|
| 197 |         } | 
|---|
| 198 |     } | 
|---|
| 199 |     /** | 
|---|
| 200 |     @brief | 
|---|
| 201 |       set Vector to fly to | 
|---|
| 202 |     */ | 
|---|
| 203 |     void FlyingController::setTargetPosition(const Vector3& target) | 
|---|
| 204 |     { | 
|---|
| 205 |         this->targetPosition_ = target; | 
|---|
| 206 |         this->bHasTargetPosition_ = true; | 
|---|
| 207 |     } | 
|---|
| 208 |     /** | 
|---|
| 209 |     @brief | 
|---|
| 210 |       set orientation to apply | 
|---|
| 211 |     */ | 
|---|
| 212 |     void FlyingController::setTargetOrientation(const Quaternion& orient) | 
|---|
| 213 |     { | 
|---|
| 214 |         this->targetOrientation_=orient; | 
|---|
| 215 |         this->bHasTargetOrientation_=true; | 
|---|
| 216 |     } | 
|---|
| 217 |     /** | 
|---|
| 218 |     @brief | 
|---|
| 219 |       set orientation to apply | 
|---|
| 220 |     */ | 
|---|
| 221 |     void FlyingController::setTargetOrientation(ControllableEntity* target) | 
|---|
| 222 |     { | 
|---|
| 223 |         if (target) | 
|---|
| 224 |             this->setTargetOrientation(target->getOrientation()); | 
|---|
| 225 |     } | 
|---|
| 226 |     /** | 
|---|
| 227 |     @brief | 
|---|
| 228 |       boost if you can | 
|---|
| 229 |     */ | 
|---|
| 230 |     void FlyingController::boostControl() | 
|---|
| 231 |     { | 
|---|
| 232 |         if (!this->getControllableEntity()) | 
|---|
| 233 |             return; | 
|---|
| 234 |         SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity()); | 
|---|
| 235 |         if(ship == nullptr) return; | 
|---|
| 236 |         if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower()) //upper limit ->boost | 
|---|
| 237 |         { | 
|---|
| 238 |             this->getControllableEntity()->boost(true); | 
|---|
| 239 |         } | 
|---|
| 240 |         else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost | 
|---|
| 241 |         { | 
|---|
| 242 |            this->getControllableEntity()->boost(false); | 
|---|
| 243 |         } | 
|---|
| 244 |     } | 
|---|
| 245 |     /** | 
|---|
| 246 |     @brief | 
|---|
| 247 |       keep this ship in a formation with its division | 
|---|
| 248 |     */ | 
|---|
| 249 |     void FlyingController::keepFormation(const ControllableEntity* leaderEntity, Vector3& targetRelativePosition) | 
|---|
| 250 |     { | 
|---|
| 251 |         if (!this->getControllableEntity()) | 
|---|
| 252 |             return; | 
|---|
| 253 |         ControllableEntity* myEntity = this->getControllableEntity(); | 
|---|
| 254 |         Vector3 myPosition = myEntity->getWorldPosition(); | 
|---|
| 255 |  | 
|---|
| 256 |         if (!leaderEntity) | 
|---|
| 257 |         { | 
|---|
| 258 |             return; | 
|---|
| 259 |         } | 
|---|
| 260 |         Quaternion orient = leaderEntity->getWorldOrientation(); | 
|---|
| 261 |         Vector3 leaderPosition = leaderEntity->getWorldPosition(); | 
|---|
| 262 |  | 
|---|
| 263 |         if (!leaderEntity) | 
|---|
| 264 |         { | 
|---|
| 265 |             return; | 
|---|
| 266 |         } | 
|---|
| 267 |         //calculate where in world coordinates this ship should fly | 
|---|
| 268 |         Vector3 targetAbsolutePosition =  | 
|---|
| 269 |             (leaderPosition + (orient*WorldEntity::FRONT) * (leaderEntity->getVelocity().length()/5) | 
|---|
| 270 |              + (orient* (targetRelativePosition))); | 
|---|
| 271 |         //let ship finish rotating. also don't call copyOrientation too often as it is a slow function. Don't know how to do it different | 
|---|
| 272 |         if (this->bCopyOrientation_) | 
|---|
| 273 |             this->setTargetOrientation (orient); | 
|---|
| 274 |         //set a position to fly to | 
|---|
| 275 |         this->setTargetPosition (targetAbsolutePosition); | 
|---|
| 276 |  | 
|---|
| 277 |         //boost if too far | 
|---|
| 278 |         if ((targetAbsolutePosition - myPosition).length() > this->tolerance_ * 1.5f) | 
|---|
| 279 |         { | 
|---|
| 280 |             this->boostControl(); | 
|---|
| 281 |         } | 
|---|
| 282 |         else | 
|---|
| 283 |         { | 
|---|
| 284 |             if (!this->getControllableEntity()) | 
|---|
| 285 |                 return; | 
|---|
| 286 |             this->getControllableEntity()->boost(false); | 
|---|
| 287 |         } | 
|---|
| 288 |     } | 
|---|
| 289 | } | 
|---|