| [9460] | 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: | 
|---|
| [10216] | 23 | *      Marian Runo, Martin Mueller | 
|---|
| [9460] | 24 | *   Co-authors: | 
|---|
|  | 25 | *      ... | 
|---|
|  | 26 | * | 
|---|
|  | 27 | */ | 
|---|
|  | 28 |  | 
|---|
|  | 29 | #include "Turret.h" | 
|---|
|  | 30 | #include "core/CoreIncludes.h" | 
|---|
|  | 31 | #include "core/XMLPort.h" | 
|---|
| [10216] | 32 | #include "Scene.h" | 
|---|
|  | 33 | #include <OgreSceneManager.h> | 
|---|
| [9460] | 34 |  | 
|---|
| [10216] | 35 |  | 
|---|
| [9460] | 36 | namespace orxonox | 
|---|
|  | 37 | { | 
|---|
| [9667] | 38 | RegisterClass(Turret); | 
|---|
| [9460] | 39 |  | 
|---|
| [10216] | 40 |  | 
|---|
|  | 41 |  | 
|---|
| [9460] | 42 | /** | 
|---|
| [10216] | 43 | @brief | 
|---|
|  | 44 | Sets default values for all variables. Also hides the turret from the radar. | 
|---|
|  | 45 |  | 
|---|
|  | 46 | @param context | 
|---|
|  | 47 | The context | 
|---|
| [9460] | 48 | */ | 
|---|
| [10216] | 49 | Turret::Turret(Context* context) : Pawn(context) | 
|---|
| [9460] | 50 | { | 
|---|
|  | 51 | RegisterObject(Turret); | 
|---|
| [10216] | 52 | this->rotationThrust_ = 50; | 
|---|
|  | 53 | this->startDir_ = Vector3::ZERO; | 
|---|
|  | 54 | this->localZ_ = Vector3::UNIT_Z; | 
|---|
|  | 55 | this->localY_ = Vector3::UNIT_Y; | 
|---|
|  | 56 | this->localX_ = Vector3::UNIT_X; | 
|---|
|  | 57 | this->maxAttackRadius_ = 200; | 
|---|
|  | 58 | this->minAttackRadius_ = 0; | 
|---|
|  | 59 | this->maxPitch_ = 90; | 
|---|
|  | 60 | this->maxYaw_ = 90; | 
|---|
|  | 61 | this->once_ = false; | 
|---|
|  | 62 | this->rotation_ = Quaternion::IDENTITY; | 
|---|
|  | 63 |  | 
|---|
|  | 64 | this->setRadarVisibility(false); | 
|---|
|  | 65 |  | 
|---|
|  | 66 | //this->rayTest_ = this->getScene()->getSceneManager()->createRayQuery(Ogre::Ray()); | 
|---|
| [9460] | 67 | } | 
|---|
|  | 68 |  | 
|---|
|  | 69 | /** | 
|---|
| [10216] | 70 | @brief | 
|---|
|  | 71 | Destructor. Destroys the rayTest_ element (if it was used)  . | 
|---|
| [9460] | 72 | */ | 
|---|
|  | 73 | Turret::~Turret() | 
|---|
|  | 74 | { | 
|---|
| [10216] | 75 | //this->getScene()->getSceneManager()->destroyQuery(this->rayTest_); | 
|---|
|  | 76 | } | 
|---|
| [9460] | 77 |  | 
|---|
| [10216] | 78 | /** | 
|---|
|  | 79 | @brief | 
|---|
|  | 80 | Checks, if a WorldEntity is inside the turret's range. | 
|---|
|  | 81 |  | 
|---|
|  | 82 | This function is safe to use on turrets that are attached, rotated, etc. | 
|---|
|  | 83 | The turret's range is determined with the maxPitch, maxYaw, and the two attackRadius. | 
|---|
|  | 84 |  | 
|---|
|  | 85 | @param target | 
|---|
|  | 86 | The WorldEntity to check | 
|---|
|  | 87 |  | 
|---|
|  | 88 | @return | 
|---|
|  | 89 | The squared distance to the position. -1, if it's ouside of range | 
|---|
|  | 90 | */ | 
|---|
|  | 91 | float Turret::isInRange(const WorldEntity* target ) | 
|---|
|  | 92 | { | 
|---|
|  | 93 | //Check distance | 
|---|
|  | 94 | Vector3 distance = target->getWorldPosition() - this->getWorldPosition(); | 
|---|
|  | 95 | float distanceVal = distance.squaredLength(); | 
|---|
|  | 96 | if(distanceVal > (this->maxAttackRadius_ * this->maxAttackRadius_) || distanceVal < (this->minAttackRadius_ * this->minAttackRadius_)) | 
|---|
|  | 97 | { | 
|---|
|  | 98 | return -1.f; | 
|---|
|  | 99 | } | 
|---|
|  | 100 |  | 
|---|
|  | 101 | //Check pitch | 
|---|
|  | 102 | Vector3 dir = getTransformedVector(distance, this->localX_, this->localY_, this->localZ_); | 
|---|
|  | 103 | Vector3 dirProjected = dir; | 
|---|
|  | 104 | dirProjected.x = 0; | 
|---|
|  | 105 | Vector3 startDirProjected = this->startDir_; | 
|---|
|  | 106 | startDirProjected.x = 0; | 
|---|
|  | 107 | Ogre::Real angle = startDirProjected.angleBetween(dirProjected).valueDegrees(); | 
|---|
|  | 108 | if(angle > this->maxPitch_) | 
|---|
|  | 109 | { | 
|---|
|  | 110 | return -1.f; | 
|---|
|  | 111 | } | 
|---|
|  | 112 |  | 
|---|
|  | 113 | //Check yaw | 
|---|
|  | 114 | dirProjected = dir; | 
|---|
|  | 115 | dirProjected.y = 0; | 
|---|
|  | 116 | startDirProjected = this->startDir_; | 
|---|
|  | 117 | startDirProjected.y = 0; | 
|---|
|  | 118 | angle = startDirProjected.angleBetween(dirProjected).valueDegrees(); | 
|---|
|  | 119 | if(angle > this->maxYaw_) | 
|---|
|  | 120 | { | 
|---|
|  | 121 | return -1.f; | 
|---|
|  | 122 | } | 
|---|
|  | 123 |  | 
|---|
|  | 124 | //TODO: Finish this. Find a way to convert objects from Ogre to Orxonox | 
|---|
|  | 125 | /*Ogre::Ray ray = Ogre::Ray(this->getWorldPosition(), distance); | 
|---|
|  | 126 | this->rayTest_->setRay(ray); | 
|---|
|  | 127 | Ogre::RaySceneQueryResult result = this->rayTest_->execute();*/ | 
|---|
|  | 128 |  | 
|---|
|  | 129 |  | 
|---|
|  | 130 | return distanceVal; | 
|---|
| [9460] | 131 | } | 
|---|
|  | 132 |  | 
|---|
| [10216] | 133 | /** | 
|---|
|  | 134 | @brief | 
|---|
|  | 135 | Rotates the turret to make it aim at a certain position. | 
|---|
| [9460] | 136 |  | 
|---|
| [10216] | 137 | @note | 
|---|
|  | 138 | There are no checks, if the position is valid (i.e. if the turret is allowed to aim there). | 
|---|
|  | 139 | This function must be called again for every tick, or the turret will stop rotating. | 
|---|
|  | 140 |  | 
|---|
|  | 141 | @param position | 
|---|
|  | 142 | The position to aim at | 
|---|
|  | 143 | */ | 
|---|
|  | 144 | void Turret::aimAtPosition(const Vector3& position) | 
|---|
| [9460] | 145 | { | 
|---|
| [10216] | 146 | Vector3 currDir = this->getWorldOrientation() * WorldEntity::FRONT; | 
|---|
|  | 147 | Vector3 targetDir = position - this->getWorldPosition(); | 
|---|
| [9499] | 148 |  | 
|---|
| [10216] | 149 | this->rotation_ = currDir.getRotationTo(targetDir); | 
|---|
|  | 150 | } | 
|---|
| [9499] | 151 |  | 
|---|
| [10216] | 152 | /** | 
|---|
|  | 153 | @brief | 
|---|
|  | 154 | Does currently nothing. | 
|---|
|  | 155 |  | 
|---|
|  | 156 | Should rotate the turret with the specified pitch. Contains a failed attempt at limiting said rotation. | 
|---|
|  | 157 | */ | 
|---|
|  | 158 | void Turret::rotatePitch(const Vector2& value) | 
|---|
|  | 159 | { | 
|---|
|  | 160 | //This is a failed attempt at limiting the turret's rotation. It's handled in the controller (for now?) | 
|---|
|  | 161 | /* | 
|---|
|  | 162 | Vector3 currentDir = getTransformedVector(this->getOrientation() * WorldEntity::FRONT, this->localX_, this->localY_, this->localZ_); | 
|---|
|  | 163 | Vector3 currentDirProjected = currentDir; | 
|---|
|  | 164 | currentDirProjected.x = 0; | 
|---|
|  | 165 | Vector3 startDirProjected = this->startDir_; | 
|---|
|  | 166 | startDirProjected.x = 0; | 
|---|
|  | 167 | Ogre::Real angle = startDirProjected.angleBetween(currentDirProjected).valueDegrees(); | 
|---|
|  | 168 | //orxout() << "Pitch: " << angle << endl; | 
|---|
|  | 169 | //if(angle < this->maxPitch_ || (currentDirProjected.y <= 0 && value.x > 0) || (currentDirProjected.y > 0 && value.x < 0) ) | 
|---|
|  | 170 | { | 
|---|
|  | 171 | this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x*0.8f); | 
|---|
|  | 172 | } | 
|---|
|  | 173 | */ | 
|---|
| [9460] | 174 | } | 
|---|
|  | 175 |  | 
|---|
| [10216] | 176 | /** | 
|---|
|  | 177 | @brief | 
|---|
|  | 178 | Does currently nothing. | 
|---|
| [9460] | 179 |  | 
|---|
| [10216] | 180 | Should rotate the turret with the specified yaw. Contains a failed attempt at limiting said rotation. | 
|---|
|  | 181 | */ | 
|---|
|  | 182 | void Turret::rotateYaw(const Vector2& value) | 
|---|
| [9469] | 183 | { | 
|---|
| [10216] | 184 | //This is a failed attempt at limiting the turret's rotation. It's handled in the controller (for now?) | 
|---|
|  | 185 | /* | 
|---|
|  | 186 | Vector3 currentDir = getTransformedVector(this->getOrientation() * WorldEntity::FRONT, this->localX_, this->localY_, this->localZ_); | 
|---|
|  | 187 | Vector3 currentDirProjected = currentDir; | 
|---|
|  | 188 | currentDirProjected.y = 0; | 
|---|
|  | 189 | Vector3 startDirProjected = this->startDir_; | 
|---|
|  | 190 | startDirProjected.y = 0; | 
|---|
|  | 191 | Ogre::Real angle = startDirProjected.angleBetween(currentDirProjected).valueDegrees(); | 
|---|
|  | 192 | orxout() << "Yaw: " << angle << endl; | 
|---|
|  | 193 | if(angle < this->maxYaw_ || (currentDirProjected.x <= 0 && value.x < 0) || (currentDirProjected.x > 0 && value.x > 0)) | 
|---|
|  | 194 | { | 
|---|
|  | 195 | this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x*0.8f); | 
|---|
|  | 196 | } | 
|---|
|  | 197 | */ | 
|---|
| [9460] | 198 | } | 
|---|
| [10216] | 199 |  | 
|---|
|  | 200 | /** | 
|---|
|  | 201 | @brief | 
|---|
|  | 202 | Does currently nothing. | 
|---|
|  | 203 |  | 
|---|
|  | 204 | May be used to limit turret's rotation in the future. | 
|---|
|  | 205 | */ | 
|---|
|  | 206 | void Turret::rotateRoll(const Vector2& value) | 
|---|
| [9469] | 207 | { | 
|---|
|  | 208 | } | 
|---|
| [9460] | 209 |  | 
|---|
| [10216] | 210 | /** | 
|---|
|  | 211 | @brief | 
|---|
|  | 212 | Loads parameters from xml | 
|---|
|  | 213 |  | 
|---|
|  | 214 | Parameters loaded are: rotationThrust, maxAttackRadius, minAttackRadius, maxYaw, maxPitch | 
|---|
|  | 215 | */ | 
|---|
| [9469] | 216 | void Turret::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
|---|
| [9460] | 217 | { | 
|---|
|  | 218 | SUPER(Turret, XMLPort, xmlelement, mode); | 
|---|
| [10216] | 219 |  | 
|---|
|  | 220 | XMLPortParamVariable(Turret, "rotationThrust", rotationThrust_, xmlelement, mode); | 
|---|
|  | 221 | XMLPortParam(Turret, "maxAttackRadius", setMaxAttackRadius, getMaxAttackRadius, xmlelement, mode); | 
|---|
|  | 222 | XMLPortParam(Turret, "minAttackRadius", setMinAttackRadius, getMinAttackRadius, xmlelement, mode); | 
|---|
|  | 223 | XMLPortParam(Turret, "maxYaw", setMaxYaw, getMaxYaw, xmlelement, mode); | 
|---|
|  | 224 | XMLPortParam(Turret, "maxPitch", setMaxPitch, getMaxPitch, xmlelement, mode); | 
|---|
| [10622] | 225 | XMLPortParam(Turret, "rotationThrust", setRotationThrust, getRotationThrust, xmlelement, mode); | 
|---|
| [9469] | 226 | } | 
|---|
| [9460] | 227 |  | 
|---|
| [10216] | 228 | /** | 
|---|
|  | 229 | @brief | 
|---|
|  | 230 | The turret's actions are done here. | 
|---|
| [9460] | 231 |  | 
|---|
| [10216] | 232 | Every tick, the turret gets rotated if it should, and the local axes get updated with the parent's rotation. | 
|---|
|  | 233 |  | 
|---|
|  | 234 | @param dt | 
|---|
|  | 235 | Duration of the tick | 
|---|
|  | 236 | */ | 
|---|
|  | 237 | void Turret::tick(float dt) | 
|---|
|  | 238 | { | 
|---|
|  | 239 | SUPER(Turret, tick, dt); | 
|---|
|  | 240 |  | 
|---|
|  | 241 | //Stuff isn't properly initialized in the c'tor, so we have to do it like this | 
|---|
|  | 242 | if(!this->once_) | 
|---|
|  | 243 | { | 
|---|
|  | 244 | //Account for rotations done in xml | 
|---|
|  | 245 | Quaternion startOrient = this->getOrientation(); | 
|---|
|  | 246 | this->localXStart_ = startOrient * this->localX_; | 
|---|
|  | 247 | this->localXStart_.normalise(); | 
|---|
|  | 248 | this->localX_ = this->localXStart_; | 
|---|
|  | 249 | this->localYStart_ = startOrient * this->localY_; | 
|---|
|  | 250 | this->localYStart_.normalise(); | 
|---|
|  | 251 | this->localY_ = this->localYStart_; | 
|---|
|  | 252 | this->localZStart_ = startOrient * this->localZ_; | 
|---|
|  | 253 | this->localZStart_.normalise(); | 
|---|
|  | 254 | this->localZ_ = this->localZStart_; | 
|---|
|  | 255 |  | 
|---|
|  | 256 | //startDir should always be (0,0,-1) | 
|---|
|  | 257 | this->startDir_ = getTransformedVector(startOrient * WorldEntity::FRONT, this->localX_, this->localY_, this->localZ_); | 
|---|
|  | 258 |  | 
|---|
|  | 259 | this->once_ = true; | 
|---|
|  | 260 |  | 
|---|
|  | 261 | } | 
|---|
|  | 262 |  | 
|---|
|  | 263 | //Adjust local axes to parent's rotation | 
|---|
|  | 264 | WorldEntity* parent = this->getParent(); | 
|---|
|  | 265 | if(parent) | 
|---|
|  | 266 | { | 
|---|
|  | 267 | Quaternion parentrot = parent->getWorldOrientation(); | 
|---|
|  | 268 | this->localX_ = parentrot * this->localXStart_; | 
|---|
|  | 269 | this->localY_ = parentrot * this->localYStart_; | 
|---|
|  | 270 | this->localZ_ = parentrot * this->localZStart_; | 
|---|
|  | 271 | } | 
|---|
|  | 272 |  | 
|---|
|  | 273 | //rotate | 
|---|
|  | 274 | if(this->rotation_ != Quaternion::IDENTITY) | 
|---|
|  | 275 | { | 
|---|
|  | 276 | //Don't make the rotation instantaneous. Use an arbitrary interpolation, not that great... | 
|---|
|  | 277 | //TODO: make the rotation better (constant velocity etc.). At the moment, the turret rotates | 
|---|
|  | 278 | //slower the closer it is to the destination | 
|---|
|  | 279 | Quaternion drot = Quaternion::nlerp(dt*this->rotationThrust_/20.f, Quaternion::IDENTITY, this->rotation_); | 
|---|
|  | 280 | this->rotate(drot, WorldEntity::World); | 
|---|
|  | 281 | this->rotation_ = Quaternion::IDENTITY; | 
|---|
|  | 282 | } | 
|---|
|  | 283 |  | 
|---|
|  | 284 | } | 
|---|
| [10622] | 285 | } | 
|---|