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source: orxonox.OLD/trunk/src/world_entities/space_ships/hover.cc @ 7014

Last change on this file since 7014 was 7014, checked in by bensch, 18 years ago

trunk: new algorithm for the Camera-Distance

File size: 11.2 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 ()
[6986]41{
42  this->setPlayer(NULL);
43}
[6443]44
45/**
[6799]46 * loads a Hover information from a specified file.
47 * @param fileName the name of the File to load the hover from (absolute path)
[6443]48 */
[6799]49Hover::Hover(const char* fileName)
[6443]50{
51  this->init();
52  TiXmlDocument doc(fileName);
53
54  if(!doc.LoadFile())
55  {
[6799]56    PRINTF(2)("Loading file %s failed for Hover.\n", fileName);
[6443]57    return;
58  }
59
60  this->loadParams(doc.RootElement());
61}
62
63/**
64 *  creates a new Spaceship from Xml Data
65 * @param root the xml element containing spaceship data
66
67   @todo add more parameters to load
68*/
[6799]69Hover::Hover(const TiXmlElement* root)
[6443]70{
71  this->init();
72  if (root != NULL)
73    this->loadParams(root);
74
75  //weapons:
76  Weapon* wpRight = new TestGun(0);
77  wpRight->setName("testGun Right");
78  Weapon* wpLeft = new TestGun(1);
79  wpLeft->setName("testGun Left");
[6811]80  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
[6443]81
82  cannon->setName("BFG");
83
84  this->addWeapon(wpLeft, 1, 0);
85  this->addWeapon(wpRight,1 ,1);
[6803]86  this->addWeapon(cannon, 0, 2);
[6443]87
88  this->getWeaponManager()->changeWeaponConfig(1);
89  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
[6800]90
91  this->loadModel("models/ships/hoverglider_mainbody.obj");
[6443]92}
93
94
95/**
[6799]96 * initializes a Hover
[6443]97 */
[6799]98void Hover::init()
[6443]99{
[6805]100  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
[6799]101  this->setClassID(CL_HOVER, "Hover");
[6443]102
[6807]103  this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3);
104  this->loadModel("models/ships/hoverglider_rotor.obj", 1.0f, 4);
105  this->loadModel("models/ships/rotor.obj", .45f, 5);
[6443]106
[6805]107  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
[6807]108  mouseSensitivity = 0.005;
[6443]109
[6806]110  this->rotorSpeed = 1000.0f;
111  this->rotorCycle = 0.0f;
[6807]112  this->cameraLook = 0.0f;
113  this->rotation = 0.0f;
[6999]114  this->acceleration = 25.0f;
115  this->airFriction = 3.0f;
[6799]116
[6806]117  // camera - issue
[6800]118  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6806]119  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
[6880]120  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
[6724]121  this->cameraNode.setParent(this);
[6799]122
[6724]123  // rotors
[6803]124  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
125  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
[6801]126  this->wingNodeLeft.setParent(this);
127  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
[6800]128  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6801]129  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
130  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
[6799]131
[6801]132  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6803]133  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
[6800]134  this->wingNodeRight.setParent(this);
[6801]135  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
136  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6800]137  this->rotorNodeRight.setParent(&this->wingNodeRight);
[6801]138  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
[6443]139
[6803]140  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
141
[6800]142
[6443]143  //add events to the eventlist
[6997]144  registerEvent(KeyMapper::PEV_FORWARD);
145  registerEvent(KeyMapper::PEV_BACKWARD);
[6637]146  registerEvent(KeyMapper::PEV_LEFT);
147  registerEvent(KeyMapper::PEV_RIGHT);
[6998]148  registerEvent(KeyMapper::PEV_UP);
149  registerEvent(KeyMapper::PEV_DOWN);
[6443]150  registerEvent(KeyMapper::PEV_FIRE1);
151  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
152  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
153  registerEvent(EV_MOUSE_MOTION);
154
155
[6803]156  // WEAPON_MANAGER configuration
157  this->getWeaponManager()->setSlotCount(5);
158
159  this->getWeaponManager()->setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
[6443]160  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
161
[6803]162  this->getWeaponManager()->setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
[6443]163  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
164
[6803]165  this->getWeaponManager()->setSlotPosition(2, Vector(-1.63, .809, -.003));
166  this->getWeaponManager()->setSlotCapability(2, WTYPE_HEAVY);
[6443]167
[6803]168  /// TODO: THESE ARE TOO MUCH
169  this->getWeaponManager()->setSlotPosition(3, Vector(-1.63, .678, -.652));
170  this->getWeaponManager()->setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
[6443]171
[6803]172  this->getWeaponManager()->setSlotPosition(4, Vector(-1.63, .678, .652));
173  this->getWeaponManager()->setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
[6443]174
[6807]175  this->cameraNode.setRelCoor(1,5,0);
176  this->getWeaponManager()->getFixedTarget()->setParent(&this->cameraNode);
177  this->getWeaponManager()->getFixedTarget()->setRelCoor(1000,0,0);
[6443]178}
179
180/**
[6799]181 * loads the Settings of a Hover from an XML-element.
[6443]182 * @param root the XML-element to load the Spaceship's properties from
183 */
[6799]184void Hover::loadParams(const TiXmlElement* root)
[6443]185{
[6512]186  WorldEntity::loadParams(root);
[6443]187}
188
189
[6799]190void Hover::enter()
[6443]191{
192  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
193
[7014]194  State::getCameraNode()->setParentSoft(&this->cameraNode);
195  State::getCameraNode()->setRelCoorSoft(-10, 0,0);
196  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
[6443]197}
198
[6799]199void Hover::leave()
[6443]200{
201  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
202  this->detachCamera();
203
204}
205
206
207/**
[6799]208 *  effect that occurs after the Hover is spawned
[6443]209*/
[6799]210void Hover::postSpawn ()
[6443]211{
212  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
213}
214
215/**
[6799]216 *  the action occuring if the hover left the game
[6443]217*/
[6799]218void Hover::leftWorld ()
[6443]219{}
220
221/**
222 *  this function is called, when two entities collide
223 * @param entity: the world entity with whom it collides
224 *
225 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
226 */
[6799]227void Hover::collidesWith(WorldEntity* entity, const Vector& location)
[6807]228{}
[6443]229
230
231
232/**
233 *  the function called for each passing timeSnap
234 * @param time The timespan passed since last update
235*/
[6804]236void Hover::tick (float dt)
[6443]237{
[6804]238  Playable::tick(dt);
239
[6443]240  // spaceship controlled movement
[6805]241  this->movement(dt);
[6806]242  this->rotorCycle += this->rotorSpeed * dt;
[6443]243}
244
245/**
246 *  calculate the velocity
247 * @param time the timeslice since the last frame
248*/
[6806]249void Hover::movement (float dt)
[6443]250{
251  Vector accel(0.0, 0.0, 0.0);
[6879]252  float rotSpeed = .3;
[6443]253
[6814]254  if( this->bForward )
255  {
[6879]256    accel += Vector(this->acceleration, 0, 0);
[6443]257  }
258
[6814]259  if( this->bBackward )
260  {
[6879]261    accel -= Vector(this->acceleration, 0, 0);
[6443]262  }
[6814]263  if( this->bLeft)
264  {
[6879]265    accel -= Vector(0, 0, this->acceleration);
[6443]266  }
[6807]267
[6814]268  if( this->bRight)
269  {
[6879]270    accel += Vector(0, 0, this->acceleration);
[6443]271  }
272
[6814]273  if (this->bAscend )
274  {
[6879]275    accel += Vector(0, this->acceleration, 0);
[6443]276  }
[6814]277  if (this->bDescend )
278  {
[6879]279    accel -= Vector(0, this->acceleration, 0);
[6807]280  }
[6443]281
[6999]282  Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
[6814]283
[6879]284  // this is the air friction (necessary for a smooth control)
[6999]285  Vector damping = (this->velocity * this->airFriction);
286
287
288  this->velocity += (accelerationDir - damping)* dt;
289
290  this->shiftCoor (this->velocity * dt);
[6879]291  this->rotation = 0.0f;
292
[6880]293  this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
[6805]294
[6999]295  this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5);
296  this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .05+this->rotation + cameraLook, Vector(0,0,1)), 5);
[6805]297
[6999]298  this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5);
299  this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.05 -this->rotation + cameraLook, 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;
[6998]366  else if( event.type == KeyMapper::PEV_UP)
[6443]367    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
[6998]368  else if( event.type == KeyMapper::PEV_DOWN)
[6443]369    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
[6997]370  else if( event.type == KeyMapper::PEV_FORWARD)
[6805]371    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
[6997]372  else if( event.type == KeyMapper::PEV_BACKWARD)
[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;
[6880]388    else if (cameraLook < -M_PI_4)
389      cameraLook = -M_PI_4;
390    //this->cameraNode.setRelDirSoft(this->direction,10);
[6805]391  }
[6443]392}
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