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source: code/trunk/src/orxonox/objects/worldentities/pawns/SpaceShip.cc @ 3110

Last change on this file since 3110 was 3110, checked in by rgrieder, 15 years ago

Removed old msvc specific support for precompiled header files.

  • Property svn:eol-style set to native
File size: 7.2 KB
Line 
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#include "SpaceShip.h"
30
31#include "BulletDynamics/Dynamics/btRigidBody.h"
32
33#include "util/Math.h"
34#include "util/Exception.h"
35#include "core/CoreIncludes.h"
36#include "core/ConfigValueIncludes.h"
37#include "core/Template.h"
38#include "core/XMLPort.h"
39#include "objects/items/Engine.h"
40
41namespace orxonox
42{
43    const float orientationGain = 100;
44    CreateFactory(SpaceShip);
45
46    SpaceShip::SpaceShip(BaseObject* creator) : Pawn(creator)
47    {
48        RegisterObject(SpaceShip);
49
50        this->primaryThrust_  = 100;
51        this->auxilaryThrust_ =  30;
52        this->rotationThrust_ =  10;
53
54        this->localLinearAcceleration_.setValue(0, 0, 0);
55        this->localAngularAcceleration_.setValue(0, 0, 0);
56        this->bBoost_ = false;
57        this->bPermanentBoost_ = false;
58        this->steering_ = Vector3::ZERO;
59        this->engine_ = 0;
60
61
62        this->bInvertYAxis_ = false;
63
64        this->setDestroyWhenPlayerLeft(true);
65
66        // SpaceShip is always a physical object per default
67        // Be aware of this call: The collision type legality check will not reach derived classes!
68        this->setCollisionType(WorldEntity::Dynamic);
69        // Get notification about collisions
70        this->enableCollisionCallback();
71
72        this->setConfigValues();
73        this->registerVariables();
74    }
75
76    SpaceShip::~SpaceShip()
77    {
78        if (this->isInitialized() && this->engine_)
79            delete this->engine_;
80    }
81
82    void SpaceShip::XMLPort(Element& xmlelement, XMLPort::Mode mode)
83    {
84        SUPER(SpaceShip, XMLPort, xmlelement, mode);
85
86        XMLPortParam(SpaceShip, "engine",            setEngineTemplate,    getEngineTemplate,    xmlelement, mode);
87        XMLPortParamVariable(SpaceShip, "primaryThrust",  primaryThrust_,  xmlelement, mode);
88        XMLPortParamVariable(SpaceShip, "auxilaryThrust", auxilaryThrust_, xmlelement, mode);
89        XMLPortParamVariable(SpaceShip, "rotationThrust", rotationThrust_, xmlelement, mode);
90    }
91
92    void SpaceShip::registerVariables()
93    {
94        registerVariable(this->primaryThrust_,  variableDirection::toclient);
95        registerVariable(this->auxilaryThrust_, variableDirection::toclient);
96        registerVariable(this->rotationThrust_, variableDirection::toclient);
97    }
98
99    void SpaceShip::setConfigValues()
100    {
101        SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = ship down).");
102    }
103
104    bool SpaceShip::isCollisionTypeLegal(WorldEntity::CollisionType type) const
105    {
106        if (type != WorldEntity::Dynamic)
107        {
108            CCOUT(1) << "Error: Cannot tell a SpaceShip not to be dynamic! Ignoring." << std::endl;
109            assert(false); // Only in debug mode
110            return false;
111        }
112        else
113            return true;
114    }
115
116    void SpaceShip::tick(float dt)
117    {
118        SUPER(SpaceShip, tick, dt);
119
120        if (this->hasLocalController())
121        {
122/*
123            this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() * getMass() * this->auxilaryThrust_);
124            this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() * getMass() * this->auxilaryThrust_);
125            if (this->localLinearAcceleration_.z() > 0)
126                this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->auxilaryThrust_);
127            else
128                this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->primaryThrust_);
129            this->physicalBody_->applyCentralForce(physicalBody_->getWorldTransform().getBasis() * this->localLinearAcceleration_);
130            this->localLinearAcceleration_.setValue(0, 0, 0);
131*/
132            if (!this->isInMouseLook())
133            {
134                this->localAngularAcceleration_ *= this->getLocalInertia() * this->rotationThrust_;
135                this->physicalBody_->applyTorque(physicalBody_->getWorldTransform().getBasis() * this->localAngularAcceleration_);
136                this->localAngularAcceleration_.setValue(0, 0, 0);
137            }
138        }
139    }
140
141    void SpaceShip::moveFrontBack(const Vector2& value)
142    {
143        this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() - value.x);
144        this->steering_.z = -value.x;
145    }
146
147    void SpaceShip::moveRightLeft(const Vector2& value)
148    {
149        this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() + value.x);
150        this->steering_.x = value.x;
151    }
152
153    void SpaceShip::moveUpDown(const Vector2& value)
154    {
155        this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() + value.x);
156        this->steering_.y = value.x;
157    }
158
159    void SpaceShip::rotateYaw(const Vector2& value)
160    {
161        this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x);
162
163        Pawn::rotateYaw(value);
164    }
165
166    void SpaceShip::rotatePitch(const Vector2& value)
167    {
168        this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x);
169
170        Pawn::rotatePitch(value);
171    }
172
173    void SpaceShip::rotateRoll(const Vector2& value)
174    {
175        this->localAngularAcceleration_.setZ(this->localAngularAcceleration_.z() + value.x);
176
177        Pawn::rotateRoll(value);
178    }
179
180    void SpaceShip::fire()
181    {
182    }
183
184    void SpaceShip::boost()
185    {
186        this->bBoost_ = true;
187    }
188
189    void SpaceShip::loadEngineTemplate()
190    {
191        if (this->enginetemplate_ != "")
192        {
193            Template* temp = Template::getTemplate(this->enginetemplate_);
194
195            if (temp)
196            {
197                Identifier* identifier = temp->getBaseclassIdentifier();
198
199                if (identifier)
200                {
201                    BaseObject* object = identifier->fabricate(this);
202                    this->engine_ = dynamic_cast<Engine*>(object);
203
204                    if (this->engine_)
205                    {
206                        this->engine_->addTemplate(temp);
207                        this->engine_->addToSpaceShip(this);
208                    }
209                    else
210                    {
211                        delete object;
212                    }
213                }
214            }
215        }
216    }
217
218    void SpaceShip::setEngine(Engine* engine)
219    {
220        this->engine_ = engine;
221        if (engine && engine->getShip() != this)
222            engine->addToSpaceShip(this);
223    }
224}
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