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source: code/branches/presentation2/src/orxonox/controllers/NewHumanController.cc @ 6256

Last change on this file since 6256 was 6256, checked in by rgrieder, 16 years ago

Removed debug output.

  • Property svn:eol-style set to native
File size: 17.8 KB
RevLine 
[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
[6256]31#include <cmath>
[6033]32#include <OgreRay.h>
33#include <OgreSceneQuery.h>
34#include <OgreCamera.h>
35#include <OgreSceneManager.h>
[5981]36
[5979]37#include "core/CoreIncludes.h"
38#include "core/ConsoleCommand.h"
39#include "worldentities/ControllableEntity.h"
[6111]40#include "worldentities/pawns/Pawn.h"
[5979]41#include "infos/PlayerInfo.h"
[6055]42#include "overlays/OrxonoxOverlay.h"
[5979]43#include "graphics/Camera.h"
44#include "sound/SoundManager.h"
45#include "Scene.h"
46
47namespace orxonox
48{
[6091]49    SetConsoleCommand(NewHumanController, changeMode,          false).keybindMode(KeybindMode::OnPress);
[6149]50    SetConsoleCommand(NewHumanController, accelerate,          false).keybindMode(KeybindMode::OnPress);
51    SetConsoleCommand(NewHumanController, decelerate,          false).keybindMode(KeybindMode::OnPress);
[6210]52    SetConsoleCommand(NewHumanController, unfire,              true).keybindMode(KeybindMode::OnRelease);
[6091]53
[5979]54    CreateUnloadableFactory(NewHumanController);
55
[6091]56    NewHumanController* NewHumanController::localController_s = 0;
57
[6122]58    NewHumanController::NewHumanController(BaseObject* creator)
59        : HumanController(creator)
60        , crossHairOverlay_(NULL)
[6195]61        , centerOverlay_(NULL)
[5979]62    {
63        RegisterObject(NewHumanController);
[6001]64
[6055]65        overlaySize_ = 0.08;
[6210]66        arrowsSize_ = 0.4;
[6055]67        controlMode_ = 0;
[6149]68        acceleration_ = 0;
[6236]69        accelerating_ = false;
[6210]70        firemode_ = -1;
71        showArrows_ = true;
[6236]72        showOverlays_ = false;
[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
[6236]130        controlPaused_ = false;
[6210]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 ) )
[6236]170                    {
171                        if ( this->showOverlays_ )
172                            alignArrows();
173                    }
[6210]174                    else
175                        hideArrows();
[6195]176                }
[6122]177            }
[6210]178
[6149]179            if ( this->acceleration_ > 0 )
[6173]180            {
181/*
182if (this->controllableEntity_ && this->controllableEntity_->getEngine()) {
183    std::cout << this->controllableEntity_->getEngine()->getAccelerationFront() << endl;
184}
185*/
186                if ( this->accelerating_ )
187                    HumanController::moveFrontBack(Vector2(1, 0));
188                else
189                    HumanController::moveFrontBack(Vector2(this->acceleration_, 0)); 
190                this->accelerating_ = false;
191                //HumanController::moveFrontBack(Vector2(clamp(this->acceleration_ + this->currentAcceleration_, 0.0f, 1.0f), 0));
192            }
[6111]193        }
[6001]194
195        HumanController::tick(dt);
196    }
197
[5993]198    /*void NewHumanController::tick(float dt)
[5979]199    {
200        if (GameMode::playsSound() && NewHumanController::localController_s && NewHumanController::localController_s->controllableEntity_)
201        {
202            // Update sound listener
203            Camera* camera = NewHumanController::localController_s->controllableEntity_->getCamera();
204            if (camera)
205            {
206                SoundManager::getInstance().setListenerPosition(camera->getWorldPosition());
207                SoundManager::getInstance().setListenerOrientation(camera->getWorldOrientation());
208            }
209            else
210                COUT(3) << "NewHumanController, Warning: Using a ControllableEntity without Camera" << std::endl;
211        }
[5993]212    }*/
213   
[6033]214    void NewHumanController::doFire(unsigned int firemode)
215    {
216        //if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) {
217
218/*
[6055]219        // Get results, create a node/entity on the position
220        for ( itr = result.begin(); itr != result.end(); itr++ )
221        {
222            if (itr->movable && itr->movable->getName() == "Head")
223            {
224                soundMgr->StopSound( &jaguarSoundChannel );
225                soundMgr->PlaySound( jaguarSound, headNode, &jaguarSoundChannel );
226                break;
227            } // if
228        }
[6033]229*/
230
[6210]231        this->firemode_ = firemode;
232
[6157]233        if (firemode == 1 && this->controlMode_ == 1)
234        {
[6143]235            //unlocked steering, steer on right mouse click
[6144]236            HumanController::yaw(Vector2(this->currentYaw_, 0));
237            HumanController::pitch(Vector2(this->currentPitch_, 0));
[6143]238        }
[6157]239        else
[6143]240            HumanController::localController_s->getControllableEntity()->fire(firemode);
241
[6045]242    }
243
[6210]244    void NewHumanController::unfire()
245    {
246        if (NewHumanController::localController_s)
247            NewHumanController::localController_s->doUnfire();
248    }
249
250    void NewHumanController::doUnfire()
251    {
252        this->firemode_ = -1;
253        hideArrows();
254    }
255
[6111]256    void NewHumanController::updateTarget()
[6055]257    {
258        Ogre::RaySceneQuery * rsq = HumanController::localController_s->getControllableEntity()->getScene()->getSceneManager()->createRayQuery(Ogre::Ray());
[6033]259
[6058]260        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]261
[6055]262        rsq->setRay(mouseRay);
263        rsq->setSortByDistance(true);
[6033]264
[6055]265        /*
266        Distance of objects:
267        ignore everything under 200 maybe even take 1000 as min distance to shoot at
[6033]268
[6055]269        shots are regularly traced and are entities!!!!!!!!! this is the biggest problem
270        they vanish only after a distance of 10'000
271        */
[6045]272
273
[6055]274        Ogre::RaySceneQueryResult& result = rsq->execute();
[6111]275        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
[6033]276
[6055]277        Ogre::RaySceneQueryResult::iterator itr;
278        for (itr = result.begin(); itr != result.end(); ++itr)
279        {
280            if (itr->movable->isInScene() && itr->movable->getMovableType() == "Entity" && itr->distance > 500)
[6045]281            {
[6055]282                // Try to cast the user pointer
283                WorldEntity* wePtr = dynamic_cast<WorldEntity*>(itr->movable->getUserObject());
284                if (wePtr)
285                {
[6114]286                    // go through all parents of object and look wheter they are Sightable or not
287                    bool isSightable = false;
288                    WorldEntity* parent = wePtr->getParent();
289                    while( parent )
290                    {
291                        if (this->targetMask_.isExcluded(parent->getIdentifier()))
292                        {
293                            parent = parent->getParent();
294                            continue;
295                        }
296                        else
297                        {
298                            isSightable = true;
299                            break;
300                        }
301                    }
302                    if ( !isSightable )
[6055]303                        continue;
[6045]304                }
[6143]305
306                if ( this->getControllableEntity() && this->getControllableEntity()->getTarget() != wePtr )
307                {
[6116]308                    this->getControllableEntity()->setTarget(wePtr);
[6143]309                }
[6091]310
[6143]311                if( pawn )
312                {
313                    pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance );
314                }
315
[6195]316                //itr->movable->getParentSceneNode()->showBoundingBox(true);
[6091]317                //std::cout << itr->movable->getParentSceneNode()->_getDerivedPosition() << endl;
[6111]318                //return mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance; //or itr->movable->getParentSceneNode()->_getDerivedPosition()
319                return;
[6045]320            }
[6091]321
[6055]322        }
[6111]323        if ( pawn )
324        {
325            pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * 1200 );
326        }
[6143]327
328        if( this->getControllableEntity() && this->getControllableEntity()->getTarget() != 0 )
329            this->getControllableEntity()->setTarget( 0 );
[6111]330   
[6033]331
[6091]332        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getWorldOrientation() * Vector3::NEGATIVE_UNIT_Z * 2000);
[6058]333        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getCamera()->getOgreCamera()->getOrientation() * Vector3::NEGATIVE_UNIT_Z);
[6033]334    }
335
[6149]336    void NewHumanController::frontback(const Vector2& value)
337    {
[6173]338        this->accelerating_ = true;
[6149]339
[6173]340        //if (this->acceleration_ == 0)
[6149]341            HumanController::frontback(value);
342    }
343
[5993]344    void NewHumanController::yaw(const Vector2& value)
345    {
346//         SUPER(NewHumanController, yaw, value);
[6210]347        if (this->controlMode_ == 0 || ( this->controllableEntity_ && this->controllableEntity_->isInMouseLook() ) )
[6091]348            HumanController::yaw(value);
[6143]349
[5993]350        this->currentYaw_ = value.x;
[5979]351    }
[6055]352
[5993]353    void NewHumanController::pitch(const Vector2& value)
[5981]354    {
[5993]355//         SUPER(NewHumanController, pitch, value);
[6210]356        if (this->controlMode_ == 0 || ( this->controllableEntity_ && this->controllableEntity_->isInMouseLook() ) )
[6091]357            HumanController::pitch(value);
358
[5993]359        this->currentPitch_ = value.x;
[5981]360    }
[6091]361
[6149]362    void NewHumanController::changeMode()
363    {
[6111]364        if (NewHumanController::localController_s && NewHumanController::localController_s->controlMode_ == 0)
365        {
366                NewHumanController::localController_s->controlMode_ = 1;
[6210]367                NewHumanController::localController_s->hideArrows();
[6111]368        }
[6091]369        else
370            NewHumanController::localController_s->controlMode_ = 0;
371    }
[6143]372
[6115]373    void NewHumanController::changedControllableEntity()
374    {
375        this->controlMode_ = 0;
376        this->currentYaw_ = 0;
377        this->currentPitch_ = 0;
[6236]378        if (this->getControllableEntity() && this->getControllableEntity()->getIdentifier()->getName() == "SpaceShip")
379        {
380            this->showOverlays_ = true;
381            if( !this->controlPaused_ )
382            {
383                this->showOverlays();
384                this->alignArrows();
385            }
386        }
387        else
388        {
389            this->showOverlays_ = false;
390            this->hideOverlays();
391        }
[6115]392    }
[6149]393
394    void NewHumanController::accelerate()
395    {
[6157]396        if ( NewHumanController::localController_s )
397        {
[6173]398            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ + 0.2f, 0.00f, 1.0f);
[6149]399        }
400    }
401
402    void NewHumanController::decelerate()
403    {
[6157]404        if ( NewHumanController::localController_s )
405        {
[6173]406            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ - 0.1f, 0.0f, 1.0f);
[6149]407        }
408    }
[6195]409
410    void NewHumanController::doResumeControl() {
411        this->controlPaused_ = false;
[6236]412        if( this->showOverlays_ ) {
413            this->showOverlays();
414        }
[6195]415    }
416
417    void NewHumanController::doPauseControl() {
418        this->controlPaused_ = true;
[6236]419       
420        this->hideOverlays();
[6195]421    }
[6210]422
423    void NewHumanController::alignArrows() {
424        if (showArrows_) {
425            hideArrows();
426   
427            float distance = sqrt(pow(static_cast<float>(this->currentYaw_)/2*-1,2) + pow(static_cast<float>(this->currentPitch_)/2*-1,2));
428   
429            if ( distance > 0.04 && distance <= 0.59 * arrowsSize_ / 2.0 ) {
430                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));
431   
432                this->arrowsOverlay1_->show();
433            }
434            else if ( distance > 0.59 * arrowsSize_ / 2.0 && distance <= 0.77 * arrowsSize_ / 2.0 ) {
435                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));
436   
437                this->arrowsOverlay2_->show();
438            }
439            else if ( distance > 0.77 * arrowsSize_ / 2.0 && distance <= arrowsSize_ / 2.0 ) {
440                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));
441   
442                this->arrowsOverlay3_->show();
443            }
444            else if ( distance > arrowsSize_ / 2.0 ) {
445                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));
446   
447                this->arrowsOverlay4_->show();
448            }
449        }
450    }
451
[6236]452    void NewHumanController::showOverlays() {
453        this->crossHairOverlay_->show();
454        this->centerOverlay_->show();
455       
456        if (showArrows_) {
457            this->arrowsOverlay1_->show();
458            this->arrowsOverlay2_->show();
459            this->arrowsOverlay3_->show();
460            this->arrowsOverlay4_->show();
461        }
462    }
463
464    void NewHumanController::hideOverlays() {
465        this->crossHairOverlay_->hide();
466        this->centerOverlay_->hide();
467       
468        this->hideArrows();
469    }
470
[6210]471    void NewHumanController::hideArrows() {
472        if (showArrows_) {
473            this->arrowsOverlay1_->hide();
474            this->arrowsOverlay2_->hide();
475            this->arrowsOverlay3_->hide();
476            this->arrowsOverlay4_->hide();
477        }
478    }
[5979]479}
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