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source: code/branches/presentationFS15/src/orxonox/controllers/ScriptController.cc @ 10489

Last change on this file since 10489 was 10489, checked in by maxima, 9 years ago

scriptable controller branch merged to presentation.

  • Property svn:eol-style set to native
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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 /*
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// TODO: Which library can this be found in?
44
45#define M_PI 3.14159265358979323846 /* pi */
46
47#include "ScriptController.h"
48#include "infos/PlayerInfo.h"
49#include "core/CoreIncludes.h"
50#include "worldentities/ControllableEntity.h"
51#include "core/LuaState.h"
52#include "core/LuaState.h"
53#include <cmath>
54
55
56namespace orxonox
57{
58    RegisterClass(ScriptController);
59
60    ScriptController::ScriptController(Context* context) : ArtificialController(context)
61    {
62        RegisterObject(ScriptController);
63
64        /* By default, this controller has ID 0, which means it is not assigned
65         * to anything yet.
66         */
67        this->ctrlid_ = 0;
68
69        /* Set default values for all variables */
70        /* - pointers to zero */
71        this->player_ = NULL;
72        this->entity_ = NULL;
73
74        /* - times */
75        this->scTime = 0.0f;
76        this->eventTime = 0.0f;
77
78        /* - Points in space */
79        this->startpos = Vector3(0,0,0);
80        //this->lookAtPosition = Vector3(0,0,0);
81
82        /* - Processing flag */
83        this->processing = false;
84
85        /* - Counters */
86        this->eventno = 0;
87
88        /* - First "previous event" scheduled at t=0 */
89        /* - Needed for automatically updating event times */
90        this->prevEventTime = 0;
91
92        /* hack */
93        this->deltat = 0;
94    }
95
96    void ScriptController::takeControl(int ctrlid)
97    {
98        /* Output some debugging information */
99        orxout(verbose) << "ScriptController: Taking control" << endl;
100        orxout(verbose) << "This-pointer: " << this << endl;
101
102        /* Set the controller ID (the argument here should be nonzero) */
103        this->ctrlid_ = ctrlid;
104
105        /* Store the entity pointer in a private variable */
106        this->entity_ = this->player_->getControllableEntity();
107        assert(this->entity_);
108         
109        /* Add the controller here to this entity. Apparently this still leaves
110         * any preexisting human controllers in place.
111         */
112        this->entity_->setDestroyWhenPlayerLeft(false);
113        this->player_->pauseControl();
114        this->entity_->setController(this);
115        this->setControllableEntity(this->entity_);
116        this->entity_->mouseLook();
117        this->entity_->setVisible(false);
118    }
119
120    const Vector3& ScriptController::getPosition()
121    {
122      return this->entity_->getPosition();
123    }
124
125    ScriptController* ScriptController::getScriptController()
126    {
127      /* Output a message that confirms this function was called */
128      orxout(verbose) << "Great success!" << std::endl;
129
130      /* Debugging: print all the scriptcontroller object pointers */
131      for(ObjectList<ScriptController>::iterator it = 
132        ObjectList<ScriptController>::begin(); 
133        it != ObjectList<ScriptController>::end(); ++it)
134      { orxout(verbose) << "Have object in list: " << *it << endl; }
135
136      /* Find the first one with a nonzero ID */
137      for(ObjectList<ScriptController>::iterator it = 
138        ObjectList<ScriptController>::begin(); 
139        it != ObjectList<ScriptController>::end(); ++it)
140      { 
141        // TODO: do some selection here. Currently just returns the first one
142        if( (*it)->getID() > 0 )
143        { orxout(verbose) << "Controller to return: " << *it << endl;
144          return *it; 
145        }
146     
147      }
148      return NULL;
149    }
150
151    void ScriptController::execute(event ev)
152    {
153        /* Debugging output */
154        //orxout() << "Executing event " << ev.fctName
155          //<< " with parameters:\n "
156          //<< ev.x1 << " " << ev.y1 << " " << ev.z1 << "\n"
157          //<< ev.x2 << " " << ev.y2 << " " << ev.z2 << "\n"
158          //<< ev.duration << endl;
159
160        /* Event is starting, hence set the time to 0 */
161        this->eventTime = 0.0f;
162        this->processing = true;
163
164        /* Copy the event into the currentEvent holder */
165        this->currentEvent = ev;
166
167        /* Store starting position */
168        this->startpos = this->entity_->getPosition();
169    }
170
171
172    void ScriptController::tick(float dt)
173    {
174        /* hack */
175        this->deltat = dt;
176
177        /* Call the tick function of the classes we derive from */
178        SUPER(ScriptController, tick, dt);
179
180        /* If this controller has no entity entry, do nothing */
181        if( !(this->entity_) ) return;
182
183        /* See if time has come for the next event to be run */
184        if(this->eventList.size() > 0 && this->eventList[0].eventTime <= scTime)
185        { /* Execute the next event on the list */
186          this->execute(this->eventList[0]);
187          this->eventList.erase(this->eventList.begin());
188          this->eventno -= 1;
189        }
190
191        /* Update the local timers in this object */
192        scTime += dt; eventTime += dt;
193
194        /* If we've arrived at the target, stop processing */
195        if( eventTime > currentEvent.duration && this->processing == true)
196        { this->processing = false;
197
198          /* If we reached the last event, also reenable the normal movement
199           * and make the model visible again
200           */
201          if( this->eventno == 0 )
202          {
203            this->entity_->mouseLook();
204            this->entity_->setVisible(true);
205          }
206        }
207
208        /* Get a variable that specifies how far along the trajectory
209         * we are currently.
210         */
211        float dl = eventTime / currentEvent.duration; 
212
213        /* Depending on command */
214        /* Do some moving */
215        if( this->processing )
216        {
217          // Abbreviation for "spiral" (rotation + translation)
218          if (this->currentEvent.fctName == "spi") {
219
220            // Need to know a perpendicular basis to the translation vector:
221            // Given (a, b, c) we chose (b, -a, 0)norm and (0, c, -b)norm
222            // Currently we set a fix rotational radius of 400
223            // TODO: Add an option to adjust radius of spiral movement
224            Vector3 direction = this->currentEvent.v1 - startpos;
225
226            Vector3* ortho1 = new Vector3(direction.y, -direction.x, 0);
227            float absOrtho1 = sqrt(direction.y * direction.y + direction.x * direction.x);
228            *ortho1 = 400 * cos(2 * M_PI * dl) * (*ortho1)/absOrtho1;
229
230            Vector3* ortho2 = new Vector3(0, direction.z, -direction.y);
231            float absOrtho2 = sqrt(direction.y * direction.y + direction.z * direction.z);
232            *ortho2 = 400 * sin(2 * M_PI * dl) * (*ortho2)/absOrtho2;
233
234            this->entity_->setPosition( (1-dl)*startpos + dl * this->currentEvent.v1 + *ortho1 + *ortho2);
235
236            delete ortho1;
237            delete ortho2;
238          }
239
240          // Abbreviation for "rotate and look"
241          if (this->currentEvent.fctName == "ral")
242          { 
243            // Specify the axis
244            Vector3* a;
245              switch ((int) currentEvent.d) {
246                case 3:
247                  a = new Vector3(this->currentEvent.v1.x + 3000*cos(2*M_PI*dl),
248                                  this->currentEvent.v1.y + 3000*sin(2*M_PI*dl),
249                                  this->currentEvent.v1.z);
250                break;
251                case 2:
252                  a = new Vector3(this->currentEvent.v1.x + 3000*cos(2*M_PI*dl),
253                                  this->currentEvent.v1.y,
254                                  this->currentEvent.v1.z + 3000*cos(2*M_PI*dl));
255                break;
256                case 1:
257                  a = new Vector3(this->currentEvent.v1.x,
258                                  this->currentEvent.v1.y + 3000*sin(2*M_PI*dl),
259                                  this->currentEvent.v1.z + 3000*cos(2*M_PI*dl));
260                break;
261              }
262
263            this->entity_->setPosition(*a);
264
265            /* Look at the specified position */
266            this->entity_->lookAt(this->currentEvent.v1);
267          }
268          else if( this->currentEvent.fctName == "mal" )
269          {
270            /* Set the position to the correct place in the trajectory */
271            this->entity_->setPosition( (1-dl)*startpos + dl * this->currentEvent.v1);
272
273            /* Look at the specified position */
274            this->entity_->lookAt(this->currentEvent.v2);
275          }
276          else if( this->currentEvent.fctName == "chl" )
277          {
278            /* Sweep the look from v1 to v2 */
279            this->entity_->lookAt( (1-dl)*this->currentEvent.v1 + 
280              dl * this->currentEvent.v2 );
281          }
282
283
284          /* Force mouse look */
285          if( this->entity_->isInMouseLook() == false )
286            this->entity_->mouseLook();
287        }
288    }
289
290    void ScriptController::eventScheduler(std::string instruction, 
291      float x1, float y1, float z1, 
292      float x2, float y2, float z2, 
293      float duration, float executionTime)
294    {
295      /* put data (from LUA) into time-sorted eventList*/ 
296      /* Nimmt den befehl und die argumente aus luascript und ertellt einen
297       * struct pro event, diese structs werden sortiert nach eventTime
298       */
299      struct event tmp;
300
301      /* Fill the structure with all the provided information */
302      tmp.fctName = instruction;
303
304      //tmp.x1 = x1; tmp.y1 = y1; tmp.z1 = z1;
305      //tmp.x2 = x2; tmp.y2 = y2; tmp.z2 = z2;
306      tmp.v1 = Vector3(x1,y1,z1);
307      tmp.v2 = Vector3(x2,y2,z2);
308
309      // the parameters are not required to be vector coordinates!
310      // for convenience they are however stored twice if they have some kind of different meaning
311      tmp.a = x1;
312      tmp.b = y1;
313      tmp.c = z1;
314      tmp.d = x2;
315      tmp.e = y2;
316      tmp.f = z2;
317
318      tmp.duration = duration;
319
320      /* This is kind of a hack. If we hit the function idle all we want to do is
321         advance event execution time, not schedule anything */
322      if (instruction == "idle") {
323        tmp.eventTime = this->prevEventTime;
324        this->prevEventTime += x1;
325        return;
326      } else {
327        tmp.eventTime = this->prevEventTime;
328        this->prevEventTime += duration;
329      }
330
331      /* Add the created event to the event list */
332      if(eventList.size()==0)
333      { /* The list is still empty, just add it */
334        orxout(verbose) << "eventList empty (01)" << endl;
335        eventList.insert(eventList.begin(), tmp);
336        this->eventno += 1;
337        return; /* Nothing more to do, the event was added */
338      }
339
340      /* Event was not added yet since the list was not empty. Walk through
341       * the list of events and add it so that the events are correctly in
342       * order.
343       */
344      for (std::vector<event>::iterator it=eventList.begin(); it<eventList.end(); it++)
345      { if(tmp.eventTime < it->eventTime)
346        { eventList.insert(it,tmp);
347          this->eventno += 1;
348          //orxout()<<"new event added"<<endl;
349          return;
350        }
351      }
352
353      /* If the event was still not added here, it belongs in the end of the list */
354      eventList.insert(eventList.end(), tmp);
355      this->eventno += 1;
356
357    }
358}
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