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source: code/branches/presentation2/src/orxonox/controllers/NewHumanController.cc @ 6212

Last change on this file since 6212 was 6212, checked in by scheusso, 14 years ago

changed arrows because michi didn't upload the arrow pictures

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[5979]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:
[5981]23 *      Michael Wirth
[5979]24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "NewHumanController.h"
30
[6033]31#include <OgreRay.h>
32#include <OgreSceneQuery.h>
33#include <OgreCamera.h>
34#include <OgreSceneManager.h>
[5981]35
[5979]36#include "core/CoreIncludes.h"
37#include "core/ConsoleCommand.h"
38#include "worldentities/ControllableEntity.h"
[6111]39#include "worldentities/pawns/Pawn.h"
[5979]40#include "infos/PlayerInfo.h"
[6055]41#include "overlays/OrxonoxOverlay.h"
[5979]42#include "graphics/Camera.h"
43#include "sound/SoundManager.h"
44#include "Scene.h"
45
[6210]46#include <cmath>
47
48
[5979]49namespace orxonox
50{
[6091]51    SetConsoleCommand(NewHumanController, changeMode,          false).keybindMode(KeybindMode::OnPress);
[6149]52    SetConsoleCommand(NewHumanController, accelerate,          false).keybindMode(KeybindMode::OnPress);
53    SetConsoleCommand(NewHumanController, decelerate,          false).keybindMode(KeybindMode::OnPress);
[6210]54    SetConsoleCommand(NewHumanController, unfire,              true).keybindMode(KeybindMode::OnRelease);
[6091]55
[5979]56    CreateUnloadableFactory(NewHumanController);
57
[6091]58    NewHumanController* NewHumanController::localController_s = 0;
59
[6122]60    NewHumanController::NewHumanController(BaseObject* creator)
61        : HumanController(creator)
62        , crossHairOverlay_(NULL)
[6195]63        , centerOverlay_(NULL)
[5979]64    {
65        RegisterObject(NewHumanController);
[6001]66
[6055]67        overlaySize_ = 0.08;
[6210]68        arrowsSize_ = 0.4;
[6055]69        controlMode_ = 0;
[6149]70        acceleration_ = 0;
[6210]71        firemode_ = -1;
72        showArrows_ = true;
[6033]73
[6149]74        //currentPitch_ = 1;
75        //currentYaw_ = 1;
76
[6122]77        if (GameMode::showsGraphics())
78        {
79            crossHairOverlay_ = new OrxonoxOverlay(this);
80            crossHairOverlay_->setBackgroundMaterial("Orxonox/Crosshair3");
81            crossHairOverlay_->setSize(Vector2(overlaySize_, overlaySize_));
[6195]82            crossHairOverlay_->hide();
[6210]83            //crossHairOverlay_->setAspectCorrection(true); not working
[6195]84
85            centerOverlay_ = new OrxonoxOverlay(this);
86            centerOverlay_->setBackgroundMaterial("Orxonox/CenterOverlay");
87            centerOverlay_->setSize(Vector2(overlaySize_ * 2.5, overlaySize_ * 2.5));
88            centerOverlay_->setPosition(Vector2(0.5 - overlaySize_*2.5/2.0, 0.5 - overlaySize_*2.5/2.0));\
89            centerOverlay_->hide();
[6210]90
91            if (showArrows_)
92            {
93                arrowsOverlay1_ = new OrxonoxOverlay(this);
[6212]94                arrowsOverlay1_->setBackgroundMaterial("Orxonox/CenterOverlay");
[6210]95                arrowsOverlay1_->setSize(Vector2(0.02727, 0.36 * arrowsSize_));
96                arrowsOverlay1_->setPickPoint(Vector2(0.5, 0.5));
97                arrowsOverlay1_->setPosition(Vector2(0.5, 0.5));
98                arrowsOverlay1_->hide();
99   
100                arrowsOverlay2_ = new OrxonoxOverlay(this);
[6212]101                arrowsOverlay2_->setBackgroundMaterial("Orxonox/CenterOverlay");
[6210]102                arrowsOverlay2_->setSize(Vector2(0.02727, 0.59 * arrowsSize_));
103                arrowsOverlay2_->setPickPoint(Vector2(0.5, 0.5));
104                arrowsOverlay2_->setPosition(Vector2(0.5, 0.5));
105                arrowsOverlay2_->hide();
106   
107                arrowsOverlay3_ = new OrxonoxOverlay(this);
[6212]108                arrowsOverlay3_->setBackgroundMaterial("Orxonox/CenterOverlay");
[6210]109                arrowsOverlay3_->setSize(Vector2(0.02727, 0.77 * arrowsSize_));
110                arrowsOverlay3_->setPickPoint(Vector2(0.5, 0.5));
111                arrowsOverlay3_->setPosition(Vector2(0.5, 0.5));
112                arrowsOverlay3_->hide();
113   
114                arrowsOverlay4_ = new OrxonoxOverlay(this);
[6212]115                arrowsOverlay4_->setBackgroundMaterial("Orxonox/CenterOverlay");
[6210]116                arrowsOverlay4_->setSize(Vector2(0.02727, arrowsSize_));
117                arrowsOverlay4_->setPickPoint(Vector2(0.5, 0.5));
118                arrowsOverlay4_->setPosition(Vector2(0.5, 0.5));
119                arrowsOverlay4_->hide();
120            }
[6122]121        }
[6045]122
[6058]123        // HACK: Define which objects are targetable when considering the creator of an orxonox::Model
[6055]124        this->targetMask_.exclude(ClassByString("BaseObject"));
125        this->targetMask_.include(ClassByString("WorldEntity"));
126        this->targetMask_.exclude(ClassByString("Projectile"));
[6091]127
128        NewHumanController::localController_s = this;
[6195]129
[6210]130        controlPaused_ = true;
131
[6195]132//HumanController::localController_s->getControllableEntity()->getCamera()->setDrag(true);
[5979]133    }
134
135    NewHumanController::~NewHumanController()
136    {
[6055]137        if (this->isInitialized())
[5981]138        {
[6122]139            if (this->crossHairOverlay_)
140                this->crossHairOverlay_->destroy();
[6210]141            if (this->centerOverlay_)
142                this->centerOverlay_->destroy();
143
144            if (showArrows_)
145            {
146                if (this->arrowsOverlay1_)
147                    this->arrowsOverlay1_->destroy();
148                if (this->arrowsOverlay2_)
149                    this->arrowsOverlay2_->destroy();
150                if (this->arrowsOverlay3_)
151                    this->arrowsOverlay3_->destroy();
152                if (this->arrowsOverlay4_)
153                    this->arrowsOverlay4_->destroy();
154            }
[5981]155        }
[5979]156    }
157
[6055]158    void NewHumanController::tick(float dt)
159    {
[6122]160        if (GameMode::showsGraphics())
[6111]161        {
[6210]162
[6122]163            if( this->controllableEntity_ && !this->controllableEntity_->isInMouseLook() )
164            {
[6157]165                this->updateTarget();
[6195]166                if ( !controlPaused_ ) {
167                    this->crossHairOverlay_->setPosition(Vector2(static_cast<float>(this->currentYaw_)/2*-1+.5-overlaySize_/2, static_cast<float>(this->currentPitch_)/2*-1+.5-overlaySize_/2));
[6210]168
169                    if ( this->controlMode_ == 0 || ( this->controlMode_ == 1 && this->firemode_ == 1 ) )
170                        alignArrows();
171                    else
172                        hideArrows();
173
[6195]174                    this->crossHairOverlay_->show();
175                    this->centerOverlay_->show();
176                }
[6122]177            }
[6195]178            else {
[6122]179                this->crossHairOverlay_->hide();
[6195]180                this->centerOverlay_->hide();
[6210]181
182                hideArrows();
[6195]183            }
[6149]184
185            if ( this->acceleration_ > 0 )
[6173]186            {
187/*
188if (this->controllableEntity_ && this->controllableEntity_->getEngine()) {
189    std::cout << this->controllableEntity_->getEngine()->getAccelerationFront() << endl;
190}
191*/
192                if ( this->accelerating_ )
193                    HumanController::moveFrontBack(Vector2(1, 0));
194                else
195                    HumanController::moveFrontBack(Vector2(this->acceleration_, 0)); 
196                this->accelerating_ = false;
197                //HumanController::moveFrontBack(Vector2(clamp(this->acceleration_ + this->currentAcceleration_, 0.0f, 1.0f), 0));
198            }
[6111]199        }
[6001]200
201        HumanController::tick(dt);
202    }
203
[5993]204    /*void NewHumanController::tick(float dt)
[5979]205    {
206        if (GameMode::playsSound() && NewHumanController::localController_s && NewHumanController::localController_s->controllableEntity_)
207        {
208            // Update sound listener
209            Camera* camera = NewHumanController::localController_s->controllableEntity_->getCamera();
210            if (camera)
211            {
212                SoundManager::getInstance().setListenerPosition(camera->getWorldPosition());
213                SoundManager::getInstance().setListenerOrientation(camera->getWorldOrientation());
214            }
215            else
216                COUT(3) << "NewHumanController, Warning: Using a ControllableEntity without Camera" << std::endl;
217        }
[5993]218    }*/
219   
[6033]220    void NewHumanController::doFire(unsigned int firemode)
221    {
222        //if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) {
223
224/*
[6055]225        // Get results, create a node/entity on the position
226        for ( itr = result.begin(); itr != result.end(); itr++ )
227        {
228            if (itr->movable && itr->movable->getName() == "Head")
229            {
230                soundMgr->StopSound( &jaguarSoundChannel );
231                soundMgr->PlaySound( jaguarSound, headNode, &jaguarSoundChannel );
232                break;
233            } // if
234        }
[6033]235*/
236
[6210]237        this->firemode_ = firemode;
238
[6157]239        if (firemode == 1 && this->controlMode_ == 1)
240        {
[6143]241            //unlocked steering, steer on right mouse click
[6144]242            HumanController::yaw(Vector2(this->currentYaw_, 0));
243            HumanController::pitch(Vector2(this->currentPitch_, 0));
[6143]244        }
[6157]245        else
[6143]246            HumanController::localController_s->getControllableEntity()->fire(firemode);
247
[6045]248    }
249
[6210]250    void NewHumanController::unfire()
251    {
252        if (NewHumanController::localController_s)
253            NewHumanController::localController_s->doUnfire();
254    }
255
256    void NewHumanController::doUnfire()
257    {
258        COUT(0) << "dounfire" << endl;
259        this->firemode_ = -1;
260        hideArrows();
261    }
262
[6111]263    void NewHumanController::updateTarget()
[6055]264    {
265        Ogre::RaySceneQuery * rsq = HumanController::localController_s->getControllableEntity()->getScene()->getSceneManager()->createRayQuery(Ogre::Ray());
[6033]266
[6058]267        Ogre::Ray mouseRay = HumanController::localController_s->getControllableEntity()->getCamera()->getOgreCamera()->getCameraToViewportRay(static_cast<float>(this->currentYaw_)/2*-1+.5, static_cast<float>(this->currentPitch_)/2*-1+.5);
[6033]268
[6055]269        rsq->setRay(mouseRay);
270        rsq->setSortByDistance(true);
[6033]271
[6055]272        /*
273        Distance of objects:
274        ignore everything under 200 maybe even take 1000 as min distance to shoot at
[6033]275
[6055]276        shots are regularly traced and are entities!!!!!!!!! this is the biggest problem
277        they vanish only after a distance of 10'000
278        */
[6045]279
280
[6055]281        Ogre::RaySceneQueryResult& result = rsq->execute();
[6111]282        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
[6033]283
[6055]284        Ogre::RaySceneQueryResult::iterator itr;
285        for (itr = result.begin(); itr != result.end(); ++itr)
286        {
287            if (itr->movable->isInScene() && itr->movable->getMovableType() == "Entity" && itr->distance > 500)
[6045]288            {
[6055]289                // Try to cast the user pointer
290                WorldEntity* wePtr = dynamic_cast<WorldEntity*>(itr->movable->getUserObject());
291                if (wePtr)
292                {
[6114]293                    // go through all parents of object and look wheter they are Sightable or not
294                    bool isSightable = false;
295                    WorldEntity* parent = wePtr->getParent();
296                    while( parent )
297                    {
298                        if (this->targetMask_.isExcluded(parent->getIdentifier()))
299                        {
300                            parent = parent->getParent();
301                            continue;
302                        }
303                        else
304                        {
305                            isSightable = true;
306                            break;
307                        }
308                    }
309                    if ( !isSightable )
[6055]310                        continue;
[6045]311                }
[6143]312
313                if ( this->getControllableEntity() && this->getControllableEntity()->getTarget() != wePtr )
314                {
[6116]315                    this->getControllableEntity()->setTarget(wePtr);
[6143]316                }
[6091]317
[6143]318                if( pawn )
319                {
320                    pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance );
321                }
322
[6195]323                //itr->movable->getParentSceneNode()->showBoundingBox(true);
[6091]324                //std::cout << itr->movable->getParentSceneNode()->_getDerivedPosition() << endl;
[6111]325                //return mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance; //or itr->movable->getParentSceneNode()->_getDerivedPosition()
326                return;
[6045]327            }
[6091]328
[6055]329        }
[6111]330        if ( pawn )
331        {
332            pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * 1200 );
333        }
[6143]334
335        if( this->getControllableEntity() && this->getControllableEntity()->getTarget() != 0 )
336            this->getControllableEntity()->setTarget( 0 );
[6111]337   
[6033]338
[6091]339        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getWorldOrientation() * Vector3::NEGATIVE_UNIT_Z * 2000);
[6058]340        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getCamera()->getOgreCamera()->getOrientation() * Vector3::NEGATIVE_UNIT_Z);
[6033]341    }
342
[6149]343    void NewHumanController::frontback(const Vector2& value)
344    {
[6173]345        this->accelerating_ = true;
[6149]346
[6173]347        //if (this->acceleration_ == 0)
[6149]348            HumanController::frontback(value);
349    }
350
[5993]351    void NewHumanController::yaw(const Vector2& value)
352    {
353//         SUPER(NewHumanController, yaw, value);
[6210]354        if (this->controlMode_ == 0 || ( this->controllableEntity_ && this->controllableEntity_->isInMouseLook() ) )
[6091]355            HumanController::yaw(value);
[6143]356
[5993]357        this->currentYaw_ = value.x;
[5979]358    }
[6055]359
[5993]360    void NewHumanController::pitch(const Vector2& value)
[5981]361    {
[5993]362//         SUPER(NewHumanController, pitch, value);
[6210]363        if (this->controlMode_ == 0 || ( this->controllableEntity_ && this->controllableEntity_->isInMouseLook() ) )
[6091]364            HumanController::pitch(value);
365
[5993]366        this->currentPitch_ = value.x;
[5981]367    }
[6091]368
[6149]369    void NewHumanController::changeMode()
370    {
[6111]371        if (NewHumanController::localController_s && NewHumanController::localController_s->controlMode_ == 0)
372        {
373                NewHumanController::localController_s->controlMode_ = 1;
[6210]374                NewHumanController::localController_s->hideArrows();
[6111]375        }
[6091]376        else
377            NewHumanController::localController_s->controlMode_ = 0;
378    }
[6143]379
[6115]380    void NewHumanController::changedControllableEntity()
381    {
382        this->controlMode_ = 0;
383        this->currentYaw_ = 0;
384        this->currentPitch_ = 0;
[6210]385        if (this->getControllableEntity() && this->getControllableEntity()->getIdentifier()->getName() == "SpaceShip") {
386            this->doResumeControl();
387        }
[6115]388    }
[6149]389
390    void NewHumanController::accelerate()
391    {
[6157]392        if ( NewHumanController::localController_s )
393        {
[6173]394            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ + 0.2f, 0.00f, 1.0f);
[6149]395        }
396    }
397
398    void NewHumanController::decelerate()
399    {
[6157]400        if ( NewHumanController::localController_s )
401        {
[6173]402            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ - 0.1f, 0.0f, 1.0f);
[6149]403        }
404    }
[6195]405
406    void NewHumanController::doResumeControl() {
407        this->controlPaused_ = false;
408        this->crossHairOverlay_->show();
409        this->centerOverlay_->show();
410    }
411
412    void NewHumanController::doPauseControl() {
413        this->controlPaused_ = true;
[6210]414
[6195]415        this->crossHairOverlay_->hide();
416        this->centerOverlay_->hide();
[6210]417
418        hideArrows();
[6195]419    }
[6210]420
421    void NewHumanController::alignArrows() {
422        if (showArrows_) {
423            hideArrows();
424   
425            float distance = sqrt(pow(static_cast<float>(this->currentYaw_)/2*-1,2) + pow(static_cast<float>(this->currentPitch_)/2*-1,2));
426   
427            if ( distance > 0.04 && distance <= 0.59 * arrowsSize_ / 2.0 ) {
428                this->arrowsOverlay1_->setRotation(Degree(-90 + -1.0 * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * Ogre::Math::PI) * 360.0f));
429   
430                this->arrowsOverlay1_->show();
431            }
432            else if ( distance > 0.59 * arrowsSize_ / 2.0 && distance <= 0.77 * arrowsSize_ / 2.0 ) {
433                this->arrowsOverlay2_->setRotation(Degree(-90 + -1.0 * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * Ogre::Math::PI) * 360.0f));
434   
435                this->arrowsOverlay2_->show();
436            }
437            else if ( distance > 0.77 * arrowsSize_ / 2.0 && distance <= arrowsSize_ / 2.0 ) {
438                this->arrowsOverlay3_->setRotation(Degree(-90 + -1.0 * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * Ogre::Math::PI) * 360.0f));
439   
440                this->arrowsOverlay3_->show();
441            }
442            else if ( distance > arrowsSize_ / 2.0 ) {
443                this->arrowsOverlay4_->setRotation(Degree(-90 + -1.0 * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * Ogre::Math::PI) * 360.0f));
444   
445                this->arrowsOverlay4_->show();
446            }
447        }
448    }
449
450    void NewHumanController::hideArrows() {
451        if (showArrows_) {
452            this->arrowsOverlay1_->hide();
453            this->arrowsOverlay2_->hide();
454            this->arrowsOverlay3_->hide();
455            this->arrowsOverlay4_->hide();
456        }
457    }
[5979]458}
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