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source: code/branches/pch/src/orxonox/objects/worldentities/pawns/SpaceShip.cc @ 3164

Last change on this file since 3164 was 3164, checked in by rgrieder, 15 years ago

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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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "SpaceShip.h"
30
31#include <BulletDynamics/Dynamics/btRigidBody.h>
32
33#include "util/Math.h"
34#include "core/CoreIncludes.h"
35#include "core/ConfigValueIncludes.h"
36#include "core/Template.h"
37#include "core/XMLPort.h"
38#include "objects/items/Engine.h"
39
40namespace orxonox
41{
42    const float orientationGain = 100;
43    CreateFactory(SpaceShip);
44
45    SpaceShip::SpaceShip(BaseObject* creator) : Pawn(creator)
46    {
47        RegisterObject(SpaceShip);
48
49        this->primaryThrust_  = 100;
50        this->auxilaryThrust_ =  30;
51        this->rotationThrust_ =  10;
52
53        this->localLinearAcceleration_.setValue(0, 0, 0);
54        this->localAngularAcceleration_.setValue(0, 0, 0);
55        this->bBoost_ = false;
56        this->bPermanentBoost_ = false;
57        this->steering_ = Vector3::ZERO;
58        this->engine_ = 0;
59
60
61        this->bInvertYAxis_ = false;
62
63        this->setDestroyWhenPlayerLeft(true);
64
65        // SpaceShip is always a physical object per default
66        // Be aware of this call: The collision type legality check will not reach derived classes!
67        this->setCollisionType(WorldEntity::Dynamic);
68        // Get notification about collisions
69        this->enableCollisionCallback();
70
71        this->setConfigValues();
72        this->registerVariables();
73    }
74
75    SpaceShip::~SpaceShip()
76    {
77        if (this->isInitialized() && this->engine_)
78            delete this->engine_;
79    }
80
81    void SpaceShip::XMLPort(Element& xmlelement, XMLPort::Mode mode)
82    {
83        SUPER(SpaceShip, XMLPort, xmlelement, mode);
84
85        XMLPortParam(SpaceShip, "engine",            setEngineTemplate,    getEngineTemplate,    xmlelement, mode);
86        XMLPortParamVariable(SpaceShip, "primaryThrust",  primaryThrust_,  xmlelement, mode);
87        XMLPortParamVariable(SpaceShip, "auxilaryThrust", auxilaryThrust_, xmlelement, mode);
88        XMLPortParamVariable(SpaceShip, "rotationThrust", rotationThrust_, xmlelement, mode);
89    }
90
91    void SpaceShip::registerVariables()
92    {
93        registerVariable(this->primaryThrust_,  variableDirection::toclient);
94        registerVariable(this->auxilaryThrust_, variableDirection::toclient);
95        registerVariable(this->rotationThrust_, variableDirection::toclient);
96    }
97
98    void SpaceShip::setConfigValues()
99    {
100        SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = ship down).");
101    }
102
103    bool SpaceShip::isCollisionTypeLegal(WorldEntity::CollisionType type) const
104    {
105        if (type != WorldEntity::Dynamic)
106        {
107            CCOUT(1) << "Error: Cannot tell a SpaceShip not to be dynamic! Ignoring." << std::endl;
108            assert(false); // Only in debug mode
109            return false;
110        }
111        else
112            return true;
113    }
114
115    void SpaceShip::tick(float dt)
116    {
117        SUPER(SpaceShip, tick, dt);
118
119        if (this->hasLocalController())
120        {
121/*
122            this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() * getMass() * this->auxilaryThrust_);
123            this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() * getMass() * this->auxilaryThrust_);
124            if (this->localLinearAcceleration_.z() > 0)
125                this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->auxilaryThrust_);
126            else
127                this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->primaryThrust_);
128            this->physicalBody_->applyCentralForce(physicalBody_->getWorldTransform().getBasis() * this->localLinearAcceleration_);
129            this->localLinearAcceleration_.setValue(0, 0, 0);
130*/
131            if (!this->isInMouseLook())
132            {
133                this->localAngularAcceleration_ *= this->getLocalInertia() * this->rotationThrust_;
134                this->physicalBody_->applyTorque(physicalBody_->getWorldTransform().getBasis() * this->localAngularAcceleration_);
135                this->localAngularAcceleration_.setValue(0, 0, 0);
136            }
137        }
138    }
139
140    void SpaceShip::moveFrontBack(const Vector2& value)
141    {
142        this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() - value.x);
143        this->steering_.z = -value.x;
144    }
145
146    void SpaceShip::moveRightLeft(const Vector2& value)
147    {
148        this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() + value.x);
149        this->steering_.x = value.x;
150    }
151
152    void SpaceShip::moveUpDown(const Vector2& value)
153    {
154        this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() + value.x);
155        this->steering_.y = value.x;
156    }
157
158    void SpaceShip::rotateYaw(const Vector2& value)
159    {
160        this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x);
161
162        Pawn::rotateYaw(value);
163    }
164
165    void SpaceShip::rotatePitch(const Vector2& value)
166    {
167        this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x);
168
169        Pawn::rotatePitch(value);
170    }
171
172    void SpaceShip::rotateRoll(const Vector2& value)
173    {
174        this->localAngularAcceleration_.setZ(this->localAngularAcceleration_.z() + value.x);
175
176        Pawn::rotateRoll(value);
177    }
178
179    void SpaceShip::fire()
180    {
181    }
182
183    void SpaceShip::boost()
184    {
185        this->bBoost_ = true;
186    }
187
188    void SpaceShip::loadEngineTemplate()
189    {
190        if (this->enginetemplate_ != "")
191        {
192            Template* temp = Template::getTemplate(this->enginetemplate_);
193
194            if (temp)
195            {
196                Identifier* identifier = temp->getBaseclassIdentifier();
197
198                if (identifier)
199                {
200                    BaseObject* object = identifier->fabricate(this);
201                    this->engine_ = dynamic_cast<Engine*>(object);
202
203                    if (this->engine_)
204                    {
205                        this->engine_->addTemplate(temp);
206                        this->engine_->addToSpaceShip(this);
207                    }
208                    else
209                    {
210                        delete object;
211                    }
212                }
213            }
214        }
215    }
216
217    void SpaceShip::setEngine(Engine* engine)
218    {
219        this->engine_ = engine;
220        if (engine && engine->getShip() != this)
221            engine->addToSpaceShip(this);
222    }
223}
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