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source: orxonox.OLD/branches/playability/src/world_entities/projectiles/swarm_projectile.cc @ 10038

Last change on this file since 10038 was 10038, checked in by nicolasc, 17 years ago

added some div by zero checkings; problem still exists

File size: 8.3 KB
Line 
1
2/*
3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
12   ### File Specific
13   main-programmer: Silvan Nellen
14   co-programmer:
15
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
18
19#include "swarm_projectile.h"
20
21#include "state.h"
22
23#include "particles/dot_emitter.h"
24#include "particles/sprite_particles.h"
25
26#include "debug.h"
27
28#include "class_id_DEPRECATED.h"
29
30ObjectListDefinitionID(SwarmProjectile, CL_SWARM_PROJECTILE);
31CREATE_FAST_FACTORY_STATIC(SwarmProjectile);
32
33/**
34 *  standard constructor
35*/
36SwarmProjectile::SwarmProjectile () : Projectile()
37{
38
39/*  this->loadModel("models/projectiles/orx-rocket.obj", 0.5);*/
40  this->loadModel("models/projectiles/swarm_projectile.obj"); // no double rescale (see draw())
41  this->loadExplosionSound("sound/explosions/explosion_4.wav");
42
43
44  this->setMinEnergy(1);
45  this->setHealthMax(10);
46  this->lifeSpan = 2.0;
47  this->agility = 3.5;
48  this->maxVelocity = 100;
49
50  this->emitter = new DotEmitter(100, 5, M_2_PI);
51  this->emitter->setParent(this);
52  this->emitter->setSpread(M_PI, M_PI);
53
54  this->rotationSpeed = 100;
55  this->angle = 0;
56}
57
58
59/**
60 *  standard deconstructor
61*/
62SwarmProjectile::~SwarmProjectile ()
63{
64  // delete this->emitter;
65
66  /* this is normaly done by World.cc by deleting the ParticleEngine */
67  if (SwarmProjectile::trailParticles != NULL && SwarmProjectile::objectList().size() <= 1)
68  {
69    if (ParticleSystem::objectList().exists(SwarmProjectile::trailParticles))
70      delete SwarmProjectile::trailParticles;
71    SwarmProjectile::trailParticles = NULL;
72  }
73  if (SwarmProjectile::explosionParticles != NULL && SwarmProjectile::objectList().size() <= 1)
74  {
75    if (ParticleSystem::objectList().exists(SwarmProjectile::explosionParticles))
76      delete SwarmProjectile::explosionParticles;
77    SwarmProjectile::explosionParticles = NULL;
78  }
79
80}
81
82SpriteParticles* SwarmProjectile::trailParticles = NULL;
83SpriteParticles* SwarmProjectile::explosionParticles = NULL;
84
85
86
87void SwarmProjectile::activate()
88{
89  if (unlikely(SwarmProjectile::trailParticles == NULL))
90  {
91    SwarmProjectile::trailParticles = new SpriteParticles(2000);
92    SwarmProjectile::trailParticles->setName("BoomerangProjectileTrailParticles");
93    SwarmProjectile::trailParticles->setMaterialTexture("maps/radial-trans-noise.png");
94    SwarmProjectile::trailParticles->setLifeSpan(1.0, .3);
95    SwarmProjectile::trailParticles->setRadius(0.0, .5);
96    SwarmProjectile::trailParticles->setRadius(0.2, 4.0);
97    SwarmProjectile::trailParticles->setRadius(.5, 1.5);
98    SwarmProjectile::trailParticles->setRadius(1.0, 1.5);
99    SwarmProjectile::trailParticles->setColor(0.0, 1,0,0,.7);
100    SwarmProjectile::trailParticles->setColor(0.2, .8,.8,0,.5);
101    SwarmProjectile::trailParticles->setColor(0.5, .8,.8,.8,.8);
102    SwarmProjectile::trailParticles->setColor(1.0, .8,.8,.8,.0);
103  }
104  if (unlikely(SwarmProjectile::explosionParticles == NULL))
105  {
106    SwarmProjectile::explosionParticles = new SpriteParticles(200);
107    SwarmProjectile::explosionParticles->setName("BoomerangProjectileExplosionParticles");
108    SwarmProjectile::explosionParticles->setMaterialTexture("maps/radial-trans-noise.png");
109    SwarmProjectile::explosionParticles->setLifeSpan(.5, .3);
110    SwarmProjectile::explosionParticles->setRadius(0.0, 10);
111    SwarmProjectile::explosionParticles->setRadius(.5, 15.0);
112    SwarmProjectile::explosionParticles->setRadius(1.0, 10.0);
113    SwarmProjectile::explosionParticles->setColor(0.0, 0,1,0,1);
114    SwarmProjectile::explosionParticles->setColor(0.5, .8,.8,0,.8);
115    SwarmProjectile::explosionParticles->setColor(0.8, .8,.8,.3,.8);
116    SwarmProjectile::explosionParticles->setColor(1.0, 1,1,1,.0);
117  }
118
119  this->emitter->setSystem(SwarmProjectile::trailParticles);
120
121  this->updateNode(0);
122  this->emitter->setEmissionRate(45.0);
123  this->emitter->setEmissionVelocity(0.0);
124
125  this->setHealth(10.0* (float)rand()/(float)RAND_MAX);
126}
127
128
129void SwarmProjectile::deactivate()
130{
131  this->emitter->setSystem(NULL);
132  this->lifeCycle = 0.0;
133
134  this->toList(OM_DEAD);
135  this->removeNode();
136  SwarmProjectile::fastFactory->kill(this);
137}
138
139
140void SwarmProjectile::collidesWith(WorldEntity* entity, const Vector& location)
141{
142  if (this->hitEntity != entity)
143    this->destroy( entity );
144  this->hitEntity = entity;
145}
146
147
148
149/**
150 *  this function gets called by tick to calculate the new flight direction
151 *  @param curDirection direction vector
152 *  @param estTargetDir target vector, pointing to where the target will be on hit
153 *  @param angle = tick * turningSpeed
154 *  @return (new) direction vector
155*/
156Vector SwarmProjectile::newDirection(Vector curDirection, Vector estTargetDir, float angle)
157{
158  if (unlikely(curDirection.len() == 0))
159    return curDirection;
160  printf("recalculating direction\n");
161  float tmp = angleDeg ( curDirection, estTargetDir);
162  if ( unlikely(tmp == 0) ) { return curDirection * maxVelocity / curDirection.len(); }
163
164  if( fabsf(angle) >  fabsf(tmp) ) { angle = tmp; }
165
166  Vector d = curDirection.cross(estTargetDir).cross(curDirection);
167  d.normalize();
168  if( unlikely( angle == 90)) { return d; } //avoid complication
169
170  Vector newDir = curDirection + d *  curDirection.len() * tan (angle);
171  newDir.normalize();
172  newDir *= curDirection.len();
173  return newDir;
174}
175
176
177
178
179/**
180 *  signal tick, time dependent things will be handled here
181 * @param time since last tick
182*/
183void SwarmProjectile::tick (float time)
184{
185/*
186  Vector targetFarFarAway = this->getAbsCoor() + Vector(100000, 0, 0);
187
188  {
189    speed = velocity.len();
190    diffVector = ((targetFarFarAway - this->getAbsCoor()).getNormalized());
191
192    if(velocity.dot(diffVector) != 0)
193    {
194      correctionVector = (( ( diffVector *  (speed * speed/( velocity.dot(diffVector ) ) )) - velocity).getNormalized()) * agility;
195
196      if( (diffVector *  (speed * speed/( velocity.dot(diffVector ) ) ) -velocity).len() < agility )
197        velocity = ((diffVector *  (speed * speed/( velocity.dot(diffVector ) ) )).getNormalized())*agility;
198      else if(velocity.dot(diffVector) > 0)
199        velocity += correctionVector;
200      else if (velocity.dot(diffVector) < 0)
201        velocity -= correctionVector;
202    }
203    else
204      velocity += diffVector * agility;
205
206    this->setAbsDir(Quaternion(velocity, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)));
207  }
208
209  velocity *= maxVelocity/velocity.len();
210  Vector v = this->velocity * (time);
211  this->shiftCoor(v);*/
212
213  float projectileVelocity = this->velocity.len();
214  if (target != NULL){
215    float tti;  //Time To Impact
216    float targetVelocity = this->target->getVelocity().len();
217    if (unlikely(projectileVelocity == 0 && targetVelocity == 0)) // TODO calculate this reasonably
218      tti = 1; // we do have a problem....
219    else
220      tti = this->target->getRelCoor().len() / sqrt ( projectileVelocity * projectileVelocity + targetVelocity * targetVelocity);
221    Vector estTargetDir = (this->target->getRelCoor() + this->target->getVelocity()) * tti;
222    this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * time );
223  }
224  else
225    if (likely(projectileVelocity != 0))
226      this->velocity *= maxVelocity / projectileVelocity; // set speed to max
227
228
229  this->shiftCoor(velocity * time);
230
231  if(this->tickLifeCycle(time))
232    this->deactivate();
233
234  this->updateAngle(time);
235}
236
237/**
238 *  the function gets called, when the projectile is destroyed
239 */
240void SwarmProjectile::destroy (WorldEntity* killer)
241{
242
243  printf("THIS SHOULD WORLk\n");
244
245  Projectile::destroy( killer );
246  PRINTF(5)("DESTROY SwarmProjectile\n");
247  this->lifeCycle = .95; //!< @todo calculate this usefully.
248  this->emitter->setSystem(SwarmProjectile::explosionParticles);
249
250  this->emitter->setEmissionRate(1000.0);
251  this->emitter->setEmissionVelocity(50.0);
252  //  this->deactivate();
253
254}
255
256void SwarmProjectile::updateAngle(float time)
257{
258  this->angle += this->rotationSpeed * time;
259}
260
261void SwarmProjectile::draw () const
262{
263  glMatrixMode(GL_MODELVIEW);
264  glPushMatrix();
265
266  float matrix[4][4];
267  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
268  glRotatef(this->angle, 1.0f, 0.0f, 0.0f); //spinning missile
269  this->getAbsDir().matrix (matrix);
270  glMultMatrixf((float*)matrix);
271  //glScalef(2.0, 2.0, 2.0);  // no double rescale
272  this->getModel()->draw();
273
274  glPopMatrix();
275
276}
277
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