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source: code/branches/weaponupdateHS14/src/modules/weapons/RocketController.cc @ 10098

Last change on this file since 10098 was 10098, checked in by flsueess, 10 years ago

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[7129]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:
[8855]23*     Gabriel Nadler
[7129]24*   Co-authors:
25*      ...
26*
27*/
28
[8855]29/**
30    @file BasicProjectile.h
31    @brief Implementation of the BasicProjectile class.
32*/
33
[7129]34#include "RocketController.h"
[8855]35
[7129]36#include "util/Math.h"
37#include "worldentities/pawns/Pawn.h"
[8855]38#include "projectiles/SimpleRocket.h"
39#include "weaponmodes/SimpleRocketFire.h"
[7129]40
41namespace orxonox
42{
[10098]43        RegisterClass(RocketController);
[7129]44    /**
45    @brief
[8855]46        Constructor.
[7129]47    */
[9667]48    RocketController::RocketController(Context* context) : Controller(context)
[7129]49    {
50        RegisterObject(RocketController);
[10098]51        //orxout() << "RocketController constructed" << endl;
[7129]52
[8855]53        // Create a rocket for the controller.
[9667]54        this->rocket_ = new SimpleRocket(this->getContext());
[7129]55        this->rocket_->setController(this);
[9348]56        this->setControllableEntity(orxonox_cast<ControllableEntity*>(this->rocket_));
[7129]57    }
58
59
60    /**
61    @brief
[8855]62        The controlling happens here. This method defines what the controller has to do each tick.
[7129]63    @param dt
[8855]64        The duration of the tick.
[7129]65    */
66    void RocketController::tick(float dt)
67    {
68        if (this->target_ && this->rocket_->hasFuel()) {
[8855]69            this->updateTargetPosition();
70            this->moveToPosition(this->targetPosition_);
[7129]71        }
72    }
73
74    RocketController::~RocketController()
75    {
[10098]76        orxout() << "RocketController destroyed" << endl;
[7129]77    }
78
[8855]79    /**
80    @brief
81        Update the position of the target.
82    */
83    void RocketController::updateTargetPosition()
[7129]84    {
[8855]85        this->targetPosition_ = this->target_->getWorldPosition(); //don't really note a difference in the rocket behaviour xD
[7129]86        //this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getWorldPosition(),this->getControllableEntity()->getVelocity().length() , this->target_->getWorldPosition(), this->target_->getVelocity());
87    }
88
89    void RocketController::moveToPosition(const Vector3& target)
90    {
91        if (!this->getControllableEntity())
92            return;
93
94        Vector2 coord = get2DViewdirection(this->rocket_->getPosition(), this->rocket_->getOrientation() * WorldEntity::FRONT, this->rocket_->getOrientation() * WorldEntity::UP, target);
95        float distance = (target - this->rocket_->getWorldPosition()).length();
96
97
98        if (distance > 1000 && this->rocket_->getVelocity().squaredLength()<160000)
99            this->rocket_->setAcceleration(this->rocket_->getOrientation()*Vector3(-20,-20,-20));
[10098]100        if (distance < 1000) this->rocket_->setAcceleration(0,0,0);
[7129]101
102        this->rocket_->rotateYaw(-sgn(coord.x)*coord.x*coord.x);
103        this->rocket_->rotatePitch(sgn(coord.y)*coord.y*coord.y);
104    }
105
106}
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