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source: code/trunk/src/modules/objects/SpaceBoundaries.cc

Last change on this file was 11105, checked in by fvultier, 8 years ago

Removed wrong comments in Jump minigame. These comments were artifacts from copy paste.

  • Property svn:eol-style set to native
File size: 10.7 KB
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[8087]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 *      Maurus Kaufmann
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "SpaceBoundaries.h"
30
[8632]31#include <OgreBillboardSet.h>
32
33#include "core/CoreIncludes.h"
[9667]34#include "core/object/ObjectListIterator.h"
[8201]35#include "core/XMLPort.h"
[8632]36
37#include "graphics/Billboard.h"
38#include "infos/PlayerInfo.h"
39#include "worldentities/WorldEntity.h"
[8201]40#include "worldentities/pawns/Pawn.h"
[8087]41
42namespace orxonox
43{
[9667]44    RegisterClass(SpaceBoundaries);
[8087]45
[9667]46    SpaceBoundaries::SpaceBoundaries(Context* context) : StaticEntity(context)
[8087]47    {
[8614]48        RegisterObject(SpaceBoundaries);
49
[8201]50        this->setMaxDistance(3000);
[8614]51        this->setWarnDistance(this->getMaxDistance());
52        this->setShowDistance(this->getMaxDistance());
[8404]53        this->setReaction(0);
[8087]54    }
55    SpaceBoundaries::~SpaceBoundaries()
56    {
[8470]57        if (this->isInitialized())
58        {
59            this->pawnsIn_.clear();
[8767]60
[11071]61            for(BillboardAdministration& billboard : this->billboards_)
[8301]62            {
[11071]63                if( billboard.billy != nullptr)
[8470]64                {
[11071]65                    delete billboard.billy;
[8470]66                }
[8301]67            }
[8470]68            this->billboards_.clear();
[8301]69        }
[8087]70    }
[8767]71
[8281]72    void SpaceBoundaries::checkWhoIsIn()
73    {
74        pawnsIn_.clear();
[11071]75        for(Pawn* currentPawn : ObjectList<Pawn>())
[8281]76        {
[8614]77            if( this->reaction_ == 0 )
[8281]78            {
[8614]79                float distance = this->computeDistance(currentPawn);
80                if(distance <= this->maxDistance_)
81                {
82                    pawnsIn_.push_back(currentPawn);
83                }
[11105]84            }
85            else if (this->reaction_ == 2)
86            {
[8614]87                float distance = this->computeDistance(currentPawn);
88                if(distance >= this->maxDistance_)
89                {
90                    pawnsIn_.push_back(currentPawn);
91                }
[11105]92            }
93            else
94            {
[8281]95                pawnsIn_.push_back(currentPawn);
96            }
97        }
98    }
[8767]99
[8660]100    void SpaceBoundaries::positionBillboard(const Vector3& position, float alpha)
[8301]101    {
[8660]102        size_t current;
103        for (current = 0; current < this->billboards_.size(); ++current)
104            if (!this->billboards_[current].usedYet)
[8301]105                break;
[8660]106
107        if (current == this->billboards_.size())
[8301]108        {
[9667]109            Billboard* billboard = new Billboard(this->getContext());
[8660]110            billboard->setPosition(position);
[8694]111            billboard->setSyncMode(ObjectDirection::None);
[8660]112            this->setBillboardOptions(billboard);
113            BillboardAdministration ba = {true, billboard};
114            this->billboards_.push_back(ba);
[8301]115        }
[8660]116
117        this->billboards_[current].billy->setPosition(position);
118        this->billboards_[current].billy->setVisible(true);
119        this->billboards_[current].billy->setColour(ColourValue(1, 1, 1, alpha));
120        this->billboards_[current].usedYet = true;
121
[9941]122        Vector3 directionVector = (this->getWorldPosition() - position).normalisedCopy(); // vector from the position of the billboard to the center of the sphere
[8660]123        this->billboards_[current].billy->setCommonDirection(directionVector);
124
125        Vector3 upVector = Vector3(directionVector.z, directionVector.z, -(directionVector.x + directionVector.y)); // vector perpendicular to the direction vector
126        upVector.normalise();
127        this->billboards_[current].billy->setCommonUpVector(upVector);
[8301]128    }
[8767]129
[8301]130    void SpaceBoundaries::setBillboardOptions(Billboard *billy)
131    {
[11071]132        if(billy != nullptr)
[8301]133        {
[8614]134            billy->setMaterial("Grid");
135            billy->setBillboardType(Ogre::BBT_PERPENDICULAR_COMMON);
136            billy->setDefaultDimensions(150, 150);
[8301]137            billy->setVisible(true);
138        }
139    }
[8767]140
[8301]141    void SpaceBoundaries::removeAllBillboards()
142    {
[11071]143        for(BillboardAdministration& billboard : this->billboards_)
[8301]144        {
[11071]145            billboard.usedYet = false;
146            billboard.billy->setVisible(false);
[8301]147        }
148    }
[8767]149
[8110]150    void SpaceBoundaries::setMaxDistance(float r)
151    {
[8166]152        this->maxDistance_ = r;
[8110]153    }
154    float SpaceBoundaries::getMaxDistance()
155    {
[8166]156        return this->maxDistance_;
[8110]157    }
[8767]158
[8110]159    void SpaceBoundaries::setWarnDistance(float r)
160    {
[8166]161        this->warnDistance_ = r;
[8110]162    }
163    float SpaceBoundaries::getWarnDistance()
164    {
[8166]165        return this->warnDistance_;
[8110]166    }
[8767]167
[8244]168    void SpaceBoundaries::setShowDistance(float r)
169    {
170        this->showDistance_ = r;
171    }
172    float SpaceBoundaries::getShowDistance()
173    {
174        return this->showDistance_;
175    }
[8767]176
[8201]177    void SpaceBoundaries::setHealthDecrease(float amount)
178    {
179        this->healthDecrease_ = amount/1000;
180    }
181    float SpaceBoundaries::getHealthDecrease()
182    {
183        return this->healthDecrease_;
184    }
[8767]185
[8404]186    void SpaceBoundaries::setReaction(int mode)
187    {
188        this->reaction_ = mode;
189    }
190    int SpaceBoundaries::getReaction()
191    {
192        return this->reaction_;
193    }
[8087]194
195    void SpaceBoundaries::XMLPort(Element& xmlelement, XMLPort::Mode mode)
196    {
[8110]197        SUPER(SpaceBoundaries, XMLPort, xmlelement, mode);
[8087]198
[8110]199        XMLPortParam(SpaceBoundaries, "maxDistance", setMaxDistance, getMaxDistance, xmlelement, mode);
200        XMLPortParam(SpaceBoundaries, "warnDistance", setWarnDistance, getWarnDistance, xmlelement, mode);
[8614]201        XMLPortParam(SpaceBoundaries, "showDistance", setShowDistance, getShowDistance, xmlelement, mode);
[8201]202        XMLPortParam(SpaceBoundaries, "healthDecrease", setHealthDecrease, getHealthDecrease, xmlelement, mode);
[8404]203        XMLPortParam(SpaceBoundaries, "reactionMode", setReaction, getReaction, xmlelement, mode);
[8087]204    }
[8767]205
[8110]206    void SpaceBoundaries::tick(float dt)
207    {
[8404]208        this->checkWhoIsIn();
[8301]209        this->removeAllBillboards();
[8767]210
[11105]211        if(!this->isActive())
212            return;
213
[8301]214        float distance;
215        bool humanItem;
[11071]216        for(Pawn* currentPawn : pawnsIn_)
[8110]217        {
[8404]218            if( currentPawn && currentPawn->getNode() ) 
[8110]219            {
[8404]220                distance = this->computeDistance(currentPawn);
221                humanItem = this->isHumanPlayer(currentPawn);
[8858]222//                orxout() << "Distance:" << distance << endl; // message for debugging
[8614]223                if(distance > this->warnDistance_ && distance < this->maxDistance_) // Display warning
[8164]224                {
[8404]225                    if(humanItem)
226                    {
[8614]227                        this->displayWarning("Attention! You are close to the boundary!");
[8404]228                    }
[8201]229                }
[11083]230                if(/* humanItem &&*/ std::abs(this->maxDistance_ - distance) < this->showDistance_ )
[8164]231                {
[8660]232                    this->displayBoundaries(currentPawn, 1.0f - fabs(this->maxDistance_ - distance) / this->showDistance_); // Show the boundary
[8164]233                }
[8404]234                if(distance > this->maxDistance_ && (this->reaction_ == 1) )
235                {
236                    if( humanItem )
237                    {
[8858]238//                        orxout() << "Health should be decreasing!" << endl;
[8404]239                        this->displayWarning("You are out of the area now!");
240                    }
241                    currentPawn->removeHealth( (distance - this->maxDistance_) * this->healthDecrease_);
242                }
[8614]243                if( (this->reaction_ == 0) && (distance + 100 > this->maxDistance_)) // Exception: A Pawn can't move more than 100 units per tick.
[8404]244                {
245                    this->conditionalBounceBack(currentPawn, distance, dt);
246                }
[8614]247                if( this->reaction_ == 2 && (distance - 100 < this->maxDistance_) )
248                {
249                    this->conditionalBounceBack(currentPawn, distance, dt);
250                }
[8110]251            }
252        }
253    }
[8767]254
[8110]255    float SpaceBoundaries::computeDistance(WorldEntity *item)
256    {
[11071]257        if(item != nullptr)
[8301]258        {
[9941]259            Vector3 itemPosition = item->getWorldPosition();
260            return (itemPosition.distance(this->getWorldPosition()));
[8301]261        } else {
262            return -1;
263        }
[8110]264    }
[8767]265
[8164]266    void SpaceBoundaries::displayWarning(const std::string warnText)
[8767]267    {
[8614]268        // TODO
[8164]269    }
[8767]270
[8660]271    void SpaceBoundaries::displayBoundaries(Pawn *item, float alpha)
[8244]272    {
[8767]273
[9941]274        Vector3 direction = item->getWorldPosition() - this->getWorldPosition();
[8244]275        direction.normalise();
[8767]276
[9941]277        Vector3 boundaryPosition = this->getWorldPosition() + direction * this->maxDistance_;
[8767]278
[8660]279        this->positionBillboard(boundaryPosition, alpha);
[8244]280    }
[8767]281
[8404]282    void SpaceBoundaries::conditionalBounceBack(Pawn *item, float currentDistance, float dt)
[8244]283    {
[9941]284        Vector3 normal = item->getWorldPosition() - this->getWorldPosition();
[8404]285        normal.normalise();
286        Vector3 velocity = item->getVelocity();
287        float normalSpeed = item->getVelocity().dotProduct(normal);
[8767]288
[8614]289        /* Check, whether the Pawn would leave the boundary in the next tick, if so send it back. */
290        if( this->reaction_ == 0 && currentDistance + normalSpeed * dt > this->maxDistance_ - 10 ) // -10: "security measure"
[8244]291        {
[8614]292            bounceBack(item, &normal, &velocity);
293        } else if (this->reaction_ == 2 && currentDistance - normalSpeed * dt < this->maxDistance_ + 10 ) // 10: "security measure"
294        {
295            normal = normal * (-1);
296            bounceBack(item, &normal, &velocity);
[8244]297        }
298    }
[8767]299
[8614]300    void SpaceBoundaries::bounceBack(Pawn *item, Vector3 *normal, Vector3 *velocity)
301    {
302        float dampingFactor = 0.5;
303        *velocity = velocity->reflect(*normal);
304        Vector3 acceleration = item->getAcceleration();
305        acceleration = acceleration.reflect(*normal);
[8767]306
[9941]307        item->lookAt( *velocity + this->getWorldPosition() );
[8767]308
[8614]309        item->setAcceleration(acceleration * dampingFactor);
310        item->setVelocity(*velocity * dampingFactor);
[8767]311
[9941]312        item->setPosition( item->getWorldPosition() - *normal * 10 ); // Set the position of the Pawn to be well inside the boundary.
[8614]313    }
[8767]314
[8164]315    bool SpaceBoundaries::isHumanPlayer(Pawn *item)
316    {
[11071]317        if(item != nullptr)
[8164]318        {
[8201]319            if(item->getPlayer())
320            {
321                return item->getPlayer()->isHumanPlayer();
322            }
[8164]323        }
[8201]324        return false;
[8164]325    }
[8767]326
[8087]327}
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