| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Marian Runo, Martin Mueller | 
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| 24 | *   Co-authors: | 
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| 25 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | #include "Turret.h" | 
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| 30 | #include "core/CoreIncludes.h" | 
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| 31 | #include "core/XMLPort.h" | 
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| 32 | #include "Scene.h" | 
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| 33 | #include <OgreSceneManager.h> | 
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| 34 |  | 
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| 35 |  | 
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| 36 | namespace orxonox | 
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| 37 | { | 
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| 38 | RegisterClass(Turret); | 
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| 39 |  | 
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| 40 |  | 
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| 41 |  | 
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| 42 | /** | 
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| 43 | @brief | 
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| 44 | Sets default values for all variables. Also hides the turret from the radar. | 
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| 45 |  | 
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| 46 | @param context | 
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| 47 | The context | 
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| 48 | */ | 
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| 49 | Turret::Turret(Context* context) : Pawn(context) | 
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| 50 | { | 
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| 51 | RegisterObject(Turret); | 
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| 52 | this->rotationThrust_ = 50; | 
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| 53 | this->startDir_ = Vector3::ZERO; | 
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| 54 | this->localZ_ = Vector3::UNIT_Z; | 
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| 55 | this->localY_ = Vector3::UNIT_Y; | 
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| 56 | this->localX_ = Vector3::UNIT_X; | 
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| 57 | this->maxAttackRadius_ = 200; | 
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| 58 | this->minAttackRadius_ = 0; | 
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| 59 | this->maxPitch_ = 90; | 
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| 60 | this->maxYaw_ = 90; | 
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| 61 | this->once_ = false; | 
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| 62 | this->rotation_ = Quaternion::IDENTITY; | 
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| 63 |  | 
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| 64 | this->setRadarVisibility(false); | 
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| 65 |  | 
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| 66 | //this->rayTest_ = this->getScene()->getSceneManager()->createRayQuery(Ogre::Ray()); | 
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| 67 | } | 
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| 68 |  | 
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| 69 | /** | 
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| 70 | @brief | 
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| 71 | Destructor. Destroys the rayTest_ element (if it was used)  . | 
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| 72 | */ | 
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| 73 | Turret::~Turret() | 
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| 74 | { | 
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| 75 | //this->getScene()->getSceneManager()->destroyQuery(this->rayTest_); | 
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| 76 | } | 
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| 77 |  | 
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| 78 | /** | 
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| 79 | @brief | 
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| 80 | Checks, if a WorldEntity is inside the turret's range. | 
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| 81 |  | 
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| 82 | This function is safe to use on turrets that are attached, rotated, etc. | 
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| 83 | The turret's range is determined with the maxPitch, maxYaw, and the two attackRadius. | 
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| 84 |  | 
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| 85 | @param target | 
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| 86 | The WorldEntity to check | 
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| 87 |  | 
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| 88 | @return | 
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| 89 | The squared distance to the position. -1, if it's ouside of range | 
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| 90 | */ | 
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| 91 | float Turret::isInRange(const WorldEntity* target ) | 
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| 92 | { | 
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| 93 | //Check distance | 
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| 94 | Vector3 distance = target->getWorldPosition() - this->getWorldPosition(); | 
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| 95 | float distanceVal = distance.squaredLength(); | 
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| 96 | if(distanceVal > (this->maxAttackRadius_ * this->maxAttackRadius_) || distanceVal < (this->minAttackRadius_ * this->minAttackRadius_)) | 
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| 97 | { | 
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| 98 | return -1.f; | 
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| 99 | } | 
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| 100 |  | 
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| 101 | //Check pitch | 
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| 102 | Vector3 dir = getTransformedVector(distance, this->localX_, this->localY_, this->localZ_); | 
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| 103 | Vector3 dirProjected = dir; | 
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| 104 | dirProjected.x = 0; | 
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| 105 | Vector3 startDirProjected = this->startDir_; | 
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| 106 | startDirProjected.x = 0; | 
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| 107 | Ogre::Real angle = startDirProjected.angleBetween(dirProjected).valueDegrees(); | 
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| 108 | if(angle > this->maxPitch_) | 
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| 109 | { | 
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| 110 | return -1.f; | 
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| 111 | } | 
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| 112 |  | 
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| 113 | //Check yaw | 
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| 114 | dirProjected = dir; | 
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| 115 | dirProjected.y = 0; | 
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| 116 | startDirProjected = this->startDir_; | 
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| 117 | startDirProjected.y = 0; | 
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| 118 | angle = startDirProjected.angleBetween(dirProjected).valueDegrees(); | 
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| 119 | if(angle > this->maxYaw_) | 
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| 120 | { | 
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| 121 | return -1.f; | 
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| 122 | } | 
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| 123 |  | 
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| 124 | //TODO: Finish this. Find a way to convert objects from Ogre to Orxonox | 
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| 125 | /*Ogre::Ray ray = Ogre::Ray(this->getWorldPosition(), distance); | 
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| 126 | this->rayTest_->setRay(ray); | 
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| 127 | Ogre::RaySceneQueryResult result = this->rayTest_->execute();*/ | 
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| 128 |  | 
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| 129 |  | 
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| 130 | return distanceVal; | 
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| 131 | } | 
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| 132 |  | 
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| 133 | /** | 
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| 134 | @brief | 
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| 135 | Rotates the turret to make it aim at a certain position. | 
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| 136 |  | 
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| 137 | @note | 
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| 138 | There are no checks, if the position is valid (i.e. if the turret is allowed to aim there). | 
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| 139 | This function must be called again for every tick, or the turret will stop rotating. | 
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| 140 |  | 
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| 141 | @param position | 
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| 142 | The position to aim at | 
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| 143 | */ | 
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| 144 | void Turret::aimAtPosition(const Vector3& position) | 
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| 145 | { | 
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| 146 | Vector3 currDir = this->getWorldOrientation() * WorldEntity::FRONT; | 
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| 147 | Vector3 targetDir = position - this->getWorldPosition(); | 
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| 148 |  | 
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| 149 | this->rotation_ = currDir.getRotationTo(targetDir); | 
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| 150 | } | 
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| 151 |  | 
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| 152 | /** | 
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| 153 | @brief | 
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| 154 | Does currently nothing. | 
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| 155 |  | 
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| 156 | Should rotate the turret with the specified pitch. Contains a failed attempt at limiting said rotation. | 
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| 157 | */ | 
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| 158 | void Turret::rotatePitch(const Vector2& value) | 
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| 159 | { | 
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| 160 | //This is a failed attempt at limiting the turret's rotation. It's handled in the controller (for now?) | 
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| 161 | /* | 
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| 162 | Vector3 currentDir = getTransformedVector(this->getOrientation() * WorldEntity::FRONT, this->localX_, this->localY_, this->localZ_); | 
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| 163 | Vector3 currentDirProjected = currentDir; | 
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| 164 | currentDirProjected.x = 0; | 
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| 165 | Vector3 startDirProjected = this->startDir_; | 
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| 166 | startDirProjected.x = 0; | 
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| 167 | Ogre::Real angle = startDirProjected.angleBetween(currentDirProjected).valueDegrees(); | 
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| 168 | //orxout() << "Pitch: " << angle << endl; | 
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| 169 | //if(angle < this->maxPitch_ || (currentDirProjected.y <= 0 && value.x > 0) || (currentDirProjected.y > 0 && value.x < 0) ) | 
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| 170 | { | 
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| 171 | this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x*0.8f); | 
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| 172 | } | 
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| 173 | */ | 
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| 174 | } | 
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| 175 |  | 
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| 176 | /** | 
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| 177 | @brief | 
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| 178 | Does currently nothing. | 
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| 179 |  | 
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| 180 | Should rotate the turret with the specified yaw. Contains a failed attempt at limiting said rotation. | 
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| 181 | */ | 
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| 182 | void Turret::rotateYaw(const Vector2& value) | 
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| 183 | { | 
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| 184 | //This is a failed attempt at limiting the turret's rotation. It's handled in the controller (for now?) | 
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| 185 | /* | 
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| 186 | Vector3 currentDir = getTransformedVector(this->getOrientation() * WorldEntity::FRONT, this->localX_, this->localY_, this->localZ_); | 
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| 187 | Vector3 currentDirProjected = currentDir; | 
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| 188 | currentDirProjected.y = 0; | 
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| 189 | Vector3 startDirProjected = this->startDir_; | 
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| 190 | startDirProjected.y = 0; | 
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| 191 | Ogre::Real angle = startDirProjected.angleBetween(currentDirProjected).valueDegrees(); | 
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| 192 | orxout() << "Yaw: " << angle << endl; | 
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| 193 | if(angle < this->maxYaw_ || (currentDirProjected.x <= 0 && value.x < 0) || (currentDirProjected.x > 0 && value.x > 0)) | 
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| 194 | { | 
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| 195 | this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x*0.8f); | 
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| 196 | } | 
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| 197 | */ | 
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| 198 | } | 
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| 199 |  | 
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| 200 | /** | 
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| 201 | @brief | 
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| 202 | Does currently nothing. | 
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| 203 |  | 
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| 204 | May be used to limit turret's rotation in the future. | 
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| 205 | */ | 
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| 206 | void Turret::rotateRoll(const Vector2& value) | 
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| 207 | { | 
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| 208 | } | 
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| 209 |  | 
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| 210 | /** | 
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| 211 | @brief | 
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| 212 | Loads parameters from xml | 
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| 213 |  | 
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| 214 | Parameters loaded are: rotationThrust, maxAttackRadius, minAttackRadius, maxYaw, maxPitch | 
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| 215 | */ | 
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| 216 | void Turret::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 217 | { | 
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| 218 | SUPER(Turret, XMLPort, xmlelement, mode); | 
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| 219 |  | 
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| 220 | XMLPortParamVariable(Turret, "rotationThrust", rotationThrust_, xmlelement, mode); | 
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| 221 | XMLPortParam(Turret, "maxAttackRadius", setMaxAttackRadius, getMaxAttackRadius, xmlelement, mode); | 
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| 222 | XMLPortParam(Turret, "minAttackRadius", setMinAttackRadius, getMinAttackRadius, xmlelement, mode); | 
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| 223 | XMLPortParam(Turret, "maxYaw", setMaxYaw, getMaxYaw, xmlelement, mode); | 
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| 224 | XMLPortParam(Turret, "maxPitch", setMaxPitch, getMaxPitch, xmlelement, mode); | 
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| 225 | } | 
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| 226 |  | 
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| 227 | /** | 
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| 228 | @brief | 
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| 229 | The turret's actions are done here. | 
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| 230 |  | 
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| 231 | Every tick, the turret gets rotated if it should, and the local axes get updated with the parent's rotation. | 
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| 232 |  | 
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| 233 | @param dt | 
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| 234 | Duration of the tick | 
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| 235 | */ | 
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| 236 | void Turret::tick(float dt) | 
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| 237 | { | 
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| 238 | SUPER(Turret, tick, dt); | 
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| 239 |  | 
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| 240 | //Stuff isn't properly initialized in the c'tor, so we have to do it like this | 
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| 241 | if(!this->once_) | 
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| 242 | { | 
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| 243 | //Account for rotations done in xml | 
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| 244 | Quaternion startOrient = this->getOrientation(); | 
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| 245 | this->localXStart_ = startOrient * this->localX_; | 
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| 246 | this->localXStart_.normalise(); | 
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| 247 | this->localX_ = this->localXStart_; | 
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| 248 | this->localYStart_ = startOrient * this->localY_; | 
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| 249 | this->localYStart_.normalise(); | 
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| 250 | this->localY_ = this->localYStart_; | 
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| 251 | this->localZStart_ = startOrient * this->localZ_; | 
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| 252 | this->localZStart_.normalise(); | 
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| 253 | this->localZ_ = this->localZStart_; | 
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| 254 |  | 
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| 255 | //startDir should always be (0,0,-1) | 
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| 256 | this->startDir_ = getTransformedVector(startOrient * WorldEntity::FRONT, this->localX_, this->localY_, this->localZ_); | 
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| 257 |  | 
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| 258 | this->once_ = true; | 
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| 259 |  | 
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| 260 | } | 
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| 261 |  | 
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| 262 | //Adjust local axes to parent's rotation | 
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| 263 | WorldEntity* parent = this->getParent(); | 
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| 264 | if(parent) | 
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| 265 | { | 
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| 266 | Quaternion parentrot = parent->getWorldOrientation(); | 
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| 267 | this->localX_ = parentrot * this->localXStart_; | 
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| 268 | this->localY_ = parentrot * this->localYStart_; | 
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| 269 | this->localZ_ = parentrot * this->localZStart_; | 
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| 270 | } | 
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| 271 |  | 
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| 272 | //rotate | 
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| 273 | if(this->rotation_ != Quaternion::IDENTITY) | 
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| 274 | { | 
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| 275 | //Don't make the rotation instantaneous. Use an arbitrary interpolation, not that great... | 
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| 276 | //TODO: make the rotation better (constant velocity etc.). At the moment, the turret rotates | 
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| 277 | //slower the closer it is to the destination | 
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| 278 | Quaternion drot = Quaternion::nlerp(dt*this->rotationThrust_/20.f, Quaternion::IDENTITY, this->rotation_); | 
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| 279 | this->rotate(drot, WorldEntity::World); | 
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| 280 | this->rotation_ = Quaternion::IDENTITY; | 
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| 281 | } | 
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| 282 |  | 
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| 283 | } | 
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| 284 | } | 
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