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source: orxonox.OLD/branches/presentation/src/world_entities/space_ships/hover.cc @ 9223

Last change on this file since 9223 was 9129, checked in by amaechler, 18 years ago
File size: 12.8 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "hover.h"
20
21#include "weapons/weapon_manager.h"
22#include "weapons/test_gun.h"
23#include "weapons/turret.h"
24#include "weapons/cannon.h"
25
26#include "util/loading/factory.h"
27#include "key_mapper.h"
28#include "state.h"
29
30#include "graphics_engine.h"
31
32#include "debug.h"
33
34CREATE_FACTORY(Hover, CL_HOVER);
35
36#include "script_class.h"
37CREATE_SCRIPTABLE_CLASS(Hover, CL_HOVER,
38                        addMethod("hasPlayer", ExecutorLua0ret<Playable,bool>(&Playable::hasPlayer))
39                        //Coordinates
40                        ->addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor))
41                        ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX))
42                        ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY))
43                        ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ))
44                       );
45                       
46/**
47 *  destructs the hover, deletes alocated memory
48 */
49Hover::~Hover ()
50{
51  this->setPlayer(NULL);
52}
53
54/**
55 * loads a Hover information from a specified file.
56 * @param fileName the name of the File to load the hover from (absolute path)
57 */
58Hover::Hover(const std::string& fileName)
59{
60  this->init();
61  TiXmlDocument doc(fileName);
62
63  if(!doc.LoadFile())
64  {
65    PRINTF(2)("Loading file %s failed for Hover.\n", fileName.c_str());
66    return;
67  }
68
69  this->loadParams(doc.RootElement());
70}
71
72/**
73 *  creates a new Spaceship from Xml Data
74 * @param root the xml element containing spaceship data
75
76   @todo add more parameters to load
77*/
78Hover::Hover(const TiXmlElement* root)
79{
80  this->init();
81  if (root != NULL)
82    this->loadParams(root);
83
84  //weapons:
85  Weapon* wpRight = new TestGun(0);
86  wpRight->setName("testGun Right");
87  Weapon* wpLeft = new TestGun(1);
88  wpLeft->setName("testGun Left");
89  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
90
91  cannon->setName("BFG");
92
93  this->addWeapon(wpLeft, 1, 0);
94  this->addWeapon(wpRight,1 ,1);
95  this->addWeapon(cannon, 0, 2);
96
97  this->getWeaponManager().changeWeaponConfig(1);
98  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
99
100  this->loadModel("models/ships/hoverglider_mainbody.obj");
101}
102
103
104/**
105 * initializes a Hover
106 */
107void Hover::init()
108{
109  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
110  this->setClassID(CL_HOVER, "Hover");
111  this->toReflectionList();
112
113  this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3);
114  this->loadModel("models/ships/hoverglider_rotor.obj", 1.0f, 4);
115  this->loadModel("models/ships/rotor.obj", .45f, 5);
116
117  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
118  mouseSensitivity = 0.005;
119
120  this->rotorSpeed = 1000.0f;
121  this->rotorCycle = 0.0f;
122  this->cameraLook = 0.0f;
123  this->rotation = 0.0f;
124  this->acceleration = 15.0f;
125  this->airFriction = 3.0f;
126
127  // camera - issue
128  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
129  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
130  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
131  this->cameraNode.setParent(this);
132
133  // rotors
134  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
135  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
136  this->wingNodeLeft.setParent(this);
137  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
138  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
139  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
140  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
141
142  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
143  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
144  this->wingNodeRight.setParent(this);
145  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
146  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
147  this->rotorNodeRight.setParent(&this->wingNodeRight);
148  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
149
150  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
151
152
153  //add events to the eventlist
154  registerEvent(KeyMapper::PEV_FORWARD);
155  registerEvent(KeyMapper::PEV_BACKWARD);
156  registerEvent(KeyMapper::PEV_LEFT);
157  registerEvent(KeyMapper::PEV_RIGHT);
158  registerEvent(KeyMapper::PEV_UP);
159  registerEvent(KeyMapper::PEV_DOWN);
160  registerEvent(KeyMapper::PEV_FIRE1);
161  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
162  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
163  registerEvent(EV_MOUSE_MOTION);
164
165
166  // WEAPON_MANAGER configuration
167  this->getWeaponManager().setSlotCount(5);
168
169  this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
170  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
171
172  this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
173  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
174
175  this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003));
176  this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY);
177
178  /// TODO: THESE ARE TOO MUCH
179  this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652));
180  this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
181
182  this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652));
183  this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
184
185  this->cameraNode.setRelCoor(1,5,0);
186  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
187  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
188
189  // NETWORK THINGS
190
191  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
192  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
193  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
194  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
195  registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) );
196  registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) );
197
198  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
199}
200
201/**
202 * loads the Settings of a Hover from an XML-element.
203 * @param root the XML-element to load the Spaceship's properties from
204 */
205void Hover::loadParams(const TiXmlElement* root)
206{
207  WorldEntity::loadParams(root);
208}
209
210
211void Hover::enter()
212{
213  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
214
215  State::getCameraNode()->setParentSoft(&this->cameraNode);
216  State::getCameraNode()->setRelCoorSoft(-10, 0,0);
217  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
218}
219
220void Hover::leave()
221{
222  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
223  this->detachCamera();
224
225}
226
227
228/**
229 *  effect that occurs after the Hover is spawned
230*/
231void Hover::postSpawn ()
232{
233  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
234}
235
236/**
237 *  the action occuring if the hover left the game
238*/
239void Hover::leftWorld ()
240{}
241
242/**
243 *  this function is called, when two entities collide
244 * @param entity: the world entity with whom it collides
245 *
246 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
247 */
248void Hover::collidesWith(WorldEntity* entity, const Vector& location)
249{
250  Playable::collidesWith(entity, location);
251}
252
253
254
255/**
256 *  the function called for each passing timeSnap
257 * @param time The timespan passed since last update
258*/
259void Hover::tick (float dt)
260{
261  Playable::tick(dt);
262
263  // spaceship controlled movement
264  this->movement(dt);
265  this->rotorCycle += this->rotorSpeed * dt;
266}
267
268/**
269 *  calculate the velocity
270 * @param time the timeslice since the last frame
271*/
272void Hover::movement (float dt)
273{
274  Vector accel(0.0, 0.0, 0.0);
275
276  if( this->bForward )
277  {
278    accel += Vector(this->acceleration, 0, 0);
279  }
280
281  if( this->bBackward )
282  {
283    accel -= Vector(this->acceleration, 0, 0);
284  }
285  if( this->bLeft)
286  {
287    accel -= Vector(0, 0, this->acceleration);
288  }
289
290  if( this->bRight)
291  {
292    accel += Vector(0, 0, this->acceleration);
293  }
294
295  if (this->bAscend )
296  {
297    accel += Vector(0, this->acceleration, 0);
298  }
299  if (this->bDescend )
300  {
301    accel -= Vector(0, this->acceleration, 0);
302  }
303
304  Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
305
306  // this is the air friction (necessary for a smooth control)
307  Vector damping = (this->velocity * this->airFriction);
308
309
310  this->velocity += (accelerationDir - damping)* dt;
311
312  this->shiftCoor (this->velocity * dt);
313
314    // limit the maximum rotation speed.
315  if (this->rotation != 0.0f)
316  {
317    float maxRot = 10.0 * dt;
318    if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
319    if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
320    this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
321    this->rotation = 0.0f;
322  }
323
324  this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
325
326  this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5);
327  this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .05+this->rotation + cameraLook, Vector(0,0,1)), 5);
328
329  this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5);
330  this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.05 -this->rotation + cameraLook, Vector(0,0,1)), 5);
331}
332
333
334void Hover::draw() const
335{
336  Vector tmpRot;
337  WorldEntity::draw();
338
339  glPushMatrix();
340  /// LEFT SIDE
341  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
342                this->wingNodeLeft.getAbsCoor ().y,
343                this->wingNodeLeft.getAbsCoor ().z);
344  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
345  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
346  this->getModel(3)->draw();
347  glPopMatrix ();
348
349  glPushMatrix();
350  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
351                this->rotorNodeLeft.getAbsCoor ().y,
352                this->rotorNodeLeft.getAbsCoor ().z);
353  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
354  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
355  this->getModel(4)->draw();
356  glTranslatef(0,-1,0);
357  glRotatef(this->rotorCycle, 0,1,0);
358  this->getModel(5)->draw();
359  glPopMatrix ();
360
361  /// RIGHT SIDE
362  glPushMatrix();
363  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
364                this->wingNodeRight.getAbsCoor ().y,
365                this->wingNodeRight.getAbsCoor ().z);
366  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
367  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
368  glScalef(1,1,-1);
369  this->getModel(3)->draw();
370  glPopMatrix ();
371
372  glPushMatrix();
373  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
374                this->rotorNodeRight.getAbsCoor ().y,
375                this->rotorNodeRight.getAbsCoor ().z);
376  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
377  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
378  glScalef(1,1,-1);
379  this->getModel(4)->draw();
380  glTranslatef(0,-1,0);
381  glRotatef(this->rotorCycle, 0,1,0);
382  this->getModel(5)->draw();
383  glPopMatrix ();
384}
385
386/**
387 * @todo switch statement ??
388 */
389void Hover::process(const Event &event)
390{
391  Playable::process(event);
392
393  if( event.type == KeyMapper::PEV_LEFT)
394    this->bLeft = event.bPressed;
395  else if( event.type == KeyMapper::PEV_RIGHT)
396    this->bRight = event.bPressed;
397  else if( event.type == KeyMapper::PEV_UP)
398    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
399  else if( event.type == KeyMapper::PEV_DOWN)
400    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
401  else if( event.type == KeyMapper::PEV_FORWARD)
402    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
403  else if( event.type == KeyMapper::PEV_BACKWARD)
404    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
405  else if( event.type == EV_MOUSE_MOTION)
406  {
407    float xMouse, yMouse;
408    xMouse = event.xRel*mouseSensitivity;
409    yMouse = event.yRel*mouseSensitivity;
410
411    // rotate the Player around the y-axis
412    this->rotation += xMouse;
413
414    this->cameraLook += yMouse;
415    // rotate the Camera around the z-axis
416    if (cameraLook > M_PI_4)
417      cameraLook = M_PI_4;
418    else if (cameraLook < -M_PI_4)
419      cameraLook = -M_PI_4;
420    //this->cameraNode.setRelDirSoft(this->direction,10);
421  }
422}
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