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source: orxonox.OLD/trunk/src/world_entities/space_ships/hover.cc @ 6879

Last change on this file since 6879 was 6879, checked in by bensch, 18 years ago

orxonox/trunk: smoother control of the Hover

File size: 11.1 KB
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[6443]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
[6799]19#include "hover.h"
[6443]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 "factory.h"
27#include "key_mapper.h"
28#include "event_handler.h"
29#include "state.h"
30
31#include "graphics_engine.h"
32
33using namespace std;
34
[6799]35CREATE_FACTORY(Hover, CL_HOVER);
[6443]36
37/**
[6799]38 *  destructs the hover, deletes alocated memory
[6443]39 */
[6799]40Hover::~Hover ()
[6879]41{}
[6443]42
43/**
[6799]44 * loads a Hover information from a specified file.
45 * @param fileName the name of the File to load the hover from (absolute path)
[6443]46 */
[6799]47Hover::Hover(const char* fileName)
[6443]48{
49  this->init();
50  TiXmlDocument doc(fileName);
51
52  if(!doc.LoadFile())
53  {
[6799]54    PRINTF(2)("Loading file %s failed for Hover.\n", fileName);
[6443]55    return;
56  }
57
58  this->loadParams(doc.RootElement());
59}
60
61/**
62 *  creates a new Spaceship from Xml Data
63 * @param root the xml element containing spaceship data
64
65   @todo add more parameters to load
66*/
[6799]67Hover::Hover(const TiXmlElement* root)
[6443]68{
69  this->init();
70  if (root != NULL)
71    this->loadParams(root);
72
73  //weapons:
74  Weapon* wpRight = new TestGun(0);
75  wpRight->setName("testGun Right");
76  Weapon* wpLeft = new TestGun(1);
77  wpLeft->setName("testGun Left");
[6811]78  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
[6443]79
80  cannon->setName("BFG");
81
82  this->addWeapon(wpLeft, 1, 0);
83  this->addWeapon(wpRight,1 ,1);
[6803]84  this->addWeapon(cannon, 0, 2);
[6443]85
86  this->getWeaponManager()->changeWeaponConfig(1);
87  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
[6800]88
89  this->loadModel("models/ships/hoverglider_mainbody.obj");
[6443]90}
91
92
93/**
[6799]94 * initializes a Hover
[6443]95 */
[6799]96void Hover::init()
[6443]97{
[6805]98  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
[6799]99  this->setClassID(CL_HOVER, "Hover");
[6443]100
[6807]101  this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3);
102  this->loadModel("models/ships/hoverglider_rotor.obj", 1.0f, 4);
103  this->loadModel("models/ships/rotor.obj", .45f, 5);
[6443]104
[6805]105  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
[6807]106  mouseSensitivity = 0.005;
[6443]107
[6806]108  this->rotorSpeed = 1000.0f;
109  this->rotorCycle = 0.0f;
[6807]110  this->cameraLook = 0.0f;
111  this->rotation = 0.0f;
[6879]112  this->acceleration = 1.0;
[6799]113
[6806]114  // camera - issue
[6800]115  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6806]116  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
[6724]117  this->cameraNode.setParent(this);
[6799]118
[6724]119  // rotors
[6803]120  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
121  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
[6801]122  this->wingNodeLeft.setParent(this);
123  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
[6800]124  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6801]125  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
126  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
[6799]127
[6801]128  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6803]129  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
[6800]130  this->wingNodeRight.setParent(this);
[6801]131  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
132  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6800]133  this->rotorNodeRight.setParent(&this->wingNodeRight);
[6801]134  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
[6443]135
[6803]136  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
137
[6800]138
[6443]139  //add events to the eventlist
[6637]140  registerEvent(KeyMapper::PEV_UP);
141  registerEvent(KeyMapper::PEV_DOWN);
142  registerEvent(KeyMapper::PEV_LEFT);
143  registerEvent(KeyMapper::PEV_RIGHT);
144  //registerEvent(SDLK_q);
[6443]145  registerEvent(SDLK_e);
146  registerEvent(SDLK_c);
147  registerEvent(KeyMapper::PEV_FIRE1);
148  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
149  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
[6637]150  //registerEvent(SDLK_PAGEUP);
151  //registerEvent(SDLK_PAGEDOWN);
[6443]152  registerEvent(EV_MOUSE_MOTION);
153
154
[6803]155  // WEAPON_MANAGER configuration
156  this->getWeaponManager()->setSlotCount(5);
157
158  this->getWeaponManager()->setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
[6443]159  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
160
[6803]161  this->getWeaponManager()->setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
[6443]162  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
163
[6803]164  this->getWeaponManager()->setSlotPosition(2, Vector(-1.63, .809, -.003));
165  this->getWeaponManager()->setSlotCapability(2, WTYPE_HEAVY);
[6443]166
[6803]167  /// TODO: THESE ARE TOO MUCH
168  this->getWeaponManager()->setSlotPosition(3, Vector(-1.63, .678, -.652));
169  this->getWeaponManager()->setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
[6443]170
[6803]171  this->getWeaponManager()->setSlotPosition(4, Vector(-1.63, .678, .652));
172  this->getWeaponManager()->setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
[6443]173
[6807]174  this->cameraNode.setRelCoor(1,5,0);
175  this->getWeaponManager()->getFixedTarget()->setParent(&this->cameraNode);
176  this->getWeaponManager()->getFixedTarget()->setRelCoor(1000,0,0);
[6443]177}
178
179/**
[6799]180 * loads the Settings of a Hover from an XML-element.
[6443]181 * @param root the XML-element to load the Spaceship's properties from
182 */
[6799]183void Hover::loadParams(const TiXmlElement* root)
[6443]184{
[6512]185  WorldEntity::loadParams(root);
[6443]186}
187
188
[6799]189void Hover::enter()
[6443]190{
191  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
192
[6871]193  State::getCamera()->setParentSoft(&this->cameraNode);
194  State::getCamera()->setRelCoorSoft(-10, 0,0);
195  State::getCameraTarget()->setParentSoft(&this->cameraNode);
[6443]196}
197
[6799]198void Hover::leave()
[6443]199{
200  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
201  this->detachCamera();
202
203}
204
205
206/**
[6799]207 *  effect that occurs after the Hover is spawned
[6443]208*/
[6799]209void Hover::postSpawn ()
[6443]210{
211  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
212}
213
214/**
[6799]215 *  the action occuring if the hover left the game
[6443]216*/
[6799]217void Hover::leftWorld ()
[6443]218{}
219
220/**
221 *  this function is called, when two entities collide
222 * @param entity: the world entity with whom it collides
223 *
224 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
225 */
[6799]226void Hover::collidesWith(WorldEntity* entity, const Vector& location)
[6807]227{}
[6443]228
229
230
231/**
232 *  the function called for each passing timeSnap
233 * @param time The timespan passed since last update
234*/
[6804]235void Hover::tick (float dt)
[6443]236{
[6804]237  Playable::tick(dt);
238
[6443]239  // spaceship controlled movement
[6805]240  this->movement(dt);
[6806]241  this->rotorCycle += this->rotorSpeed * dt;
[6443]242}
243
244/**
245 *  calculate the velocity
246 * @param time the timeslice since the last frame
247*/
[6806]248void Hover::movement (float dt)
[6443]249{
250  Vector accel(0.0, 0.0, 0.0);
[6879]251  float rotSpeed = .3;
[6443]252
[6814]253  if( this->bForward )
254  {
[6879]255    accel += Vector(this->acceleration, 0, 0);
[6443]256  }
257
[6814]258  if( this->bBackward )
259  {
[6879]260    accel -= Vector(this->acceleration, 0, 0);
[6443]261  }
[6814]262  if( this->bLeft)
263  {
[6879]264    accel -= Vector(0, 0, this->acceleration);
[6443]265  }
[6807]266
[6814]267  if( this->bRight)
268  {
[6879]269    accel += Vector(0, 0, this->acceleration);
[6443]270  }
271
[6814]272  if (this->bAscend )
273  {
[6879]274    accel += Vector(0, this->acceleration, 0);
[6443]275  }
[6814]276  if (this->bDescend )
277  {
[6879]278    accel -= Vector(0, this->acceleration, 0);
[6807]279  }
[6443]280
[6879]281  Vector tmp = this->getAbsDir().apply(accel * 500.0);
282  tmp.y = accel.y * 500.0 ;
283  velocity += tmp * dt;
[6443]284
[6879]285  accel -= velocity * .0005;
[6814]286
[6879]287  // this is the air friction (necessary for a smooth control)
288  this->velocity *= 0.95;
289  this->shiftCoor (velocity * dt);
290  this->rotation = 0.0f;
291
292  accel *=.5;
[6805]293  this->setRelDirSoft(this->direction * Quaternion(-accel.x, Vector(0,0,1)) * Quaternion(accel.z, Vector(1,0,0)), 5);
294
[6879]295  this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z+this->rotation, Vector(1,0,0)), 5);
296  this->rotorNodeLeft.setRelDirSoft(Quaternion(-2.0*accel.x+this->rotation, Vector(0,0,1)), 5);
[6805]297
[6879]298  this->wingNodeRight.setRelDirSoft(Quaternion(accel.z+this->rotation, Vector(1,0,0)), 5);
299  this->rotorNodeRight.setRelDirSoft(Quaternion(-2.0*accel.x-this->rotation, Vector(0,0,1)), 5);
[6443]300}
301
302
[6799]303void Hover::draw() const
[6443]304{
[6801]305  Vector tmpRot;
[6443]306  WorldEntity::draw();
[6799]307
[6801]308  glPushMatrix();
309  /// LEFT SIDE
310  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
311                this->wingNodeLeft.getAbsCoor ().y,
312                this->wingNodeLeft.getAbsCoor ().z);
313  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
314  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
315  this->getModel(3)->draw();
316  glPopMatrix ();
[6443]317
[6801]318  glPushMatrix();
319  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
320                this->rotorNodeLeft.getAbsCoor ().y,
321                this->rotorNodeLeft.getAbsCoor ().z);
322  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
323  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
324  this->getModel(4)->draw();
[6806]325  glTranslatef(0,-1,0);
326  glRotatef(this->rotorCycle, 0,1,0);
327  this->getModel(5)->draw();
[6801]328  glPopMatrix ();
[6724]329
[6801]330  /// RIGHT SIDE
331  glPushMatrix();
332  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
333                this->wingNodeRight.getAbsCoor ().y,
334                this->wingNodeRight.getAbsCoor ().z);
335  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
336  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
337  glScalef(1,1,-1);
338  this->getModel(3)->draw();
339  glPopMatrix ();
[6724]340
[6801]341  glPushMatrix();
342  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
343                this->rotorNodeRight.getAbsCoor ().y,
344                this->rotorNodeRight.getAbsCoor ().z);
345  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
346  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
347  glScalef(1,1,-1);
348  this->getModel(4)->draw();
[6806]349  glTranslatef(0,-1,0);
350  glRotatef(this->rotorCycle, 0,1,0);
351  this->getModel(5)->draw();
[6801]352  glPopMatrix ();
[6443]353}
354
355/**
356 * @todo switch statement ??
357 */
[6799]358void Hover::process(const Event &event)
[6443]359{
[6804]360  Playable::process(event);
[6443]361
[6637]362  if( event.type == KeyMapper::PEV_LEFT)
[6805]363    this->bLeft = event.bPressed;
[6637]364  else if( event.type == KeyMapper::PEV_RIGHT)
[6805]365    this->bRight = event.bPressed;
[6443]366  else if( event.type == SDLK_e)
367    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
368  else if( event.type == SDLK_c)
369    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
[6637]370  else if( event.type == KeyMapper::PEV_UP)
[6805]371    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
[6637]372  else if( event.type == KeyMapper::PEV_DOWN)
[6805]373    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
[6443]374  else if( event.type == EV_MOUSE_MOTION)
375  {
[6807]376    float xMouse, yMouse;
377    xMouse = event.xRel*mouseSensitivity;
378    yMouse = event.yRel*mouseSensitivity;
[6443]379
[6805]380    // rotate the Player around the y-axis
[6807]381    this->direction *= Quaternion(-M_PI/4.0*xMouse, Vector(0,1,0));
382    this->rotation += xMouse;
[6799]383
[6807]384    this->cameraLook += yMouse;
[6805]385    // rotate the Camera around the z-axis
[6807]386    if (cameraLook > M_PI_4)
387      cameraLook = M_PI_4;
388    else if (cameraLook < -M_PI_2)
389      cameraLook = -M_PI_2;
[6879]390    this->cameraNode.setRelDirSoft(Quaternion(-cameraLook, Vector(0,0,1)),10);
[6805]391  }
[6443]392}
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