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source: code/branches/plehmannFS16/src/orxonox/controllers/ScriptController.cc @ 11141

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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 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29 /*
30  * Currently available lua commands:
31  *
32  * IMPORTANT: ALL COMMANDS DO REQUIRE 7 PARAMETERS TO BE PROVIDED. FILL UP WITH ZEROES IN UNIMPORTANT PLACES.
33  *
34  * Command             | Abbreviation | Parameter 1          | '' 2     | '' 3    | '' 4                 | '' 5     | '' 6     | '' 7
35  *
36  * "Move And Look"     | mal          | GoTo X Coordinate    | '' Y ''  | '' Z '' | LookAt X Coordinate  |  '' Y '' |  '' Y '' | Duration
37  * "Rotate And Look"   | ral          | GoTo X Coordinate    | '' Y ''  | '' Z '' | Axis (1=x, 2=z, 3=z) |     -    |     -    | Duration
38  * "Spiral"            | spi          | GoTo X Coordinate    | '' Y ''  | '' Z '' |          -           |     -    |     -    | Duration
39  * "Transition Look"   | chl          | From X Coordinate    | '' Y ''  | '' Z '' | To X Coordinate      |  '' Y '' |  '' Y '' | Duration
40  * "Idle (Do nothing)" | idle         | Duration
41  */
42
43#include "ScriptController.h"
44#include "infos/PlayerInfo.h"
45#include "core/CoreIncludes.h"
46#include "worldentities/ControllableEntity.h"
47#include "core/LuaState.h"
48#include "core/LuaState.h"
49#include "util/Math.h"
50
51namespace orxonox
52{
53    RegisterClass(ScriptController);
54
55    ScriptController::ScriptController(Context* context) : ArtificialController(context)
56    {
57        RegisterObject(ScriptController);
58
59        /* By default, this controller has ID 0, which means it is not assigned
60         * to anything yet.
61         */
62        this->ctrlid_ = 0;
63
64        /* Set default values for all variables */
65        /* - pointers to zero */
66        this->player_ = nullptr;
67        this->entity_ = nullptr;
68
69        /* - times */
70        this->scTime = 0.0f;
71        this->eventTime = 0.0f;
72
73        /* - Points in space */
74        this->startpos = Vector3(0,0,0);
75        //this->lookAtPosition = Vector3(0,0,0);
76
77        /* - Processing flag */
78        this->processing = false;
79
80        /* - Counters */
81        this->eventno = 0;
82
83        /* - First "previous event" scheduled at t=0 */
84        /* - Needed for automatically updating event times */
85        this->prevEventTime = 0;
86    }
87
88    void ScriptController::takeControl(int ctrlid)
89    {
90        /* Output some debugging information */
91        orxout(verbose) << "ScriptController: Taking control" << endl;
92        orxout(verbose) << "This-pointer: " << this << endl;
93
94        /* Set the controller ID (the argument here should be nonzero) */
95        this->ctrlid_ = ctrlid;
96
97        /* Store the entity pointer in a private variable */
98        this->entity_ = this->player_->getControllableEntity();
99        assert(this->entity_);
100         
101        /* Add the controller here to this entity. Apparently this still leaves
102         * any preexisting human controllers in place.
103         */
104        this->entity_->setDestroyWhenPlayerLeft(false);
105        // uncomment the next line because i just did that for debug
106        //this->player_->pauseControl();
107        this->entity_->setController(this);
108        this->setControllableEntity(this->entity_);
109        this->entity_->mouseLook();
110        this->entity_->setVisible(false);
111       
112        // TODO take the human Controllers control  dont forget to give it back in the destructor
113    }
114
115    const Vector3& ScriptController::getPosition()
116    {
117      return this->entity_->getPosition();
118    }
119
120    ScriptController* ScriptController::getScriptController()
121    {
122      /* Output a message that confirms this function was called */
123      orxout(verbose) << "Great success!" << std::endl;
124
125      /* Debugging: print all the scriptcontroller object pointers */
126      for(ScriptController* controller : ObjectList<ScriptController>())
127      { orxout(verbose) << "Have object in list: " << controller << endl; }
128
129      /* Find the first one with a nonzero ID */
130      for(ScriptController* controller : ObjectList<ScriptController>())
131      { 
132        // TODO: do some selection here. Currently just returns the first one
133        if( controller->getID() > 0 )
134        { orxout(verbose) << "Controller to return: " << controller << endl;
135          return controller;
136        }
137     
138      }
139      return nullptr;
140    }
141
142    void ScriptController::execute(event ev)
143    {
144        /* Debugging output */
145        //orxout() << "Executing event " << ev.fctName
146          //<< " with parameters:\n "
147          //<< ev.x1 << " " << ev.y1 << " " << ev.z1 << "\n"
148          //<< ev.x2 << " " << ev.y2 << " " << ev.z2 << "\n"
149          //<< ev.duration << endl;
150
151        /* Event is starting, hence set the time to 0 */
152        this->eventTime = 0.0f;
153        this->processing = true;
154
155        /* Copy the event into the currentEvent holder */
156        this->currentEvent = ev;
157
158        /* Store starting position */
159        this->startpos = this->entity_->getPosition();
160    }
161
162
163    void ScriptController::tick(float dt)
164    {
165        /* Call the tick function of the classes we derive from */
166        SUPER(ScriptController, tick, dt);
167
168        /* If this controller has no entity entry, do nothing */
169        if( !(this->entity_) ) return;
170
171        /* See if time has come for the next event to be run */
172        if(this->eventList.size() > 0 && this->eventList[0].eventTime <= scTime)
173        { /* Execute the next event on the list */
174          this->execute(this->eventList[0]);
175          this->eventList.erase(this->eventList.begin());
176          this->eventno -= 1;
177        }
178
179        /* Update the local timers in this object */
180        scTime += dt; eventTime += dt;
181
182        /* If we've arrived at the target, stop processing */
183        if( eventTime > currentEvent.duration && this->processing == true)
184        { this->processing = false;
185
186          /* If we reached the last event, also reenable the normal movement
187           * and make the model visible again
188           */
189          if( this->eventno == 0 )
190          {
191            this->entity_->mouseLook();
192            this->entity_->setVisible(true);
193          }
194        }
195
196        /* Get a variable that specifies how far along the trajectory
197         * we are currently.
198         */
199        float dl = eventTime / currentEvent.duration; 
200
201        /* Depending on command */
202        /* Do some moving */
203        if( this->processing )
204        {
205          // Abbreviation for "spiral" (rotation + translation)
206          if (this->currentEvent.fctName == "spi") {
207
208            // Need to know a perpendicular basis to the translation vector:
209            // Given (a, b, c) we chose (b, -a, 0)norm and (0, c, -b)norm
210            // Currently we set a fix rotational radius of 400
211            // TODO: Add an option to adjust radius of spiral movement
212            Vector3 direction = this->currentEvent.v1 - startpos;
213
214            Vector3* ortho1 = new Vector3(direction.y, -direction.x, 0);
215            float absOrtho1 = sqrt(direction.y * direction.y + direction.x * direction.x);
216            *ortho1 = 400 * cos(2 * math::pi * dl) * (*ortho1)/absOrtho1;
217
218            Vector3* ortho2 = new Vector3(0, direction.z, -direction.y);
219            float absOrtho2 = sqrt(direction.y * direction.y + direction.z * direction.z);
220            *ortho2 = 400 * sin(2 * math::pi * dl) * (*ortho2)/absOrtho2;
221
222            this->entity_->setPosition( (1-dl)*startpos + dl * this->currentEvent.v1 + *ortho1 + *ortho2);
223
224            delete ortho1;
225            delete ortho2;
226          }
227
228          // Abbreviation for "rotate and look"
229          if (this->currentEvent.fctName == "ral")
230          { 
231            // Specify the axis
232            Vector3 a;
233              switch ((int) currentEvent.d) {
234                case 3:
235                  a = Vector3(this->currentEvent.v1.x + this->currentEvent.e*cos(2*math::pi*dl),
236                                  this->currentEvent.v1.y + this->currentEvent.e*sin(2*math::pi*dl),
237                                  this->currentEvent.v1.z);
238                break;
239                case 2:
240                  a = Vector3(this->currentEvent.v1.x + this->currentEvent.e*sin(2*math::pi*dl),
241                                  this->currentEvent.v1.y,
242                                  this->currentEvent.v1.z + this->currentEvent.e*cos(2*math::pi*dl));
243                break;
244                case 1:
245                  a = Vector3(this->currentEvent.v1.x,
246                                  this->currentEvent.v1.y + this->currentEvent.e*sin(2*math::pi*dl),
247                                  this->currentEvent.v1.z + this->currentEvent.e*cos(2*math::pi*dl));
248                break;
249              }
250
251            this->entity_->setPosition(a);
252
253            /* Look at the specified position */
254            this->entity_->lookAt(this->currentEvent.v1);
255          }
256          else if( this->currentEvent.fctName == "mal" )
257          {
258            /* Set the position to the correct place in the trajectory */
259            this->entity_->setPosition( (1-dl)*startpos + dl * this->currentEvent.v1);
260
261            /* Look at the specified position */
262            this->entity_->lookAt(this->currentEvent.v2);
263          }
264          else if( this->currentEvent.fctName == "chl" )
265          {
266            /* Sweep the look from v1 to v2 */
267            this->entity_->lookAt( (1-dl)*this->currentEvent.v1 + 
268              dl * this->currentEvent.v2 );
269          }
270
271
272          /* Force mouse look */
273          if( this->entity_->isInMouseLook() == false )
274            this->entity_->mouseLook();
275        }
276    }
277
278    void ScriptController::eventScheduler(std::string instruction, 
279      float x1, float y1, float z1, 
280      float x2, float y2, float z2, 
281      float duration, float executionTime)
282    {
283      /* put data (from LUA) into time-sorted eventList*/ 
284      /* Nimmt den befehl und die argumente aus luascript und ertellt einen
285       * struct pro event, diese structs werden sortiert nach eventTime
286       */
287      struct event tmp;
288
289      /* Fill the structure with all the provided information */
290      tmp.fctName = instruction;
291
292      //tmp.x1 = x1; tmp.y1 = y1; tmp.z1 = z1;
293      //tmp.x2 = x2; tmp.y2 = y2; tmp.z2 = z2;
294      tmp.v1 = Vector3(x1,y1,z1);
295      tmp.v2 = Vector3(x2,y2,z2);
296
297      // the parameters are not required to be vector coordinates!
298      // for convenience they are however stored twice if they have some kind of different meaning
299      tmp.a = x1;
300      tmp.b = y1;
301      tmp.c = z1;
302      tmp.d = x2;
303      tmp.e = y2;
304      tmp.f = z2;
305
306      tmp.duration = duration;
307
308      /* This is kind of a hack. If we hit the function idle all we want to do is
309         advance event execution time, not schedule anything */
310      if (instruction == "idle") {
311        tmp.eventTime = this->prevEventTime;
312        this->prevEventTime += x1;
313        return;
314      } else {
315        tmp.eventTime = this->prevEventTime;
316        this->prevEventTime += duration;
317      }
318
319      /* Add the created event to the event list */
320      if(eventList.size()==0)
321      { /* The list is still empty, just add it */
322        orxout(verbose) << "eventList empty (01)" << endl;
323        eventList.insert(eventList.begin(), tmp);
324        this->eventno += 1;
325        return; /* Nothing more to do, the event was added */
326      }
327
328      /* Event was not added yet since the list was not empty. Walk through
329       * the list of events and add it so that the events are correctly in
330       * order.
331       */
332      for (std::vector<event>::iterator it=eventList.begin(); it<eventList.end(); it++)
333      { if(tmp.eventTime < it->eventTime)
334        { eventList.insert(it,tmp);
335          this->eventno += 1;
336          //orxout()<<"new event added"<<endl;
337          return;
338        }
339      }
340
341      /* If the event was still not added here, it belongs in the end of the list */
342      eventList.insert(eventList.end(), tmp);
343      this->eventno += 1;
344
345    }
346}
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