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source: orxonox.OLD/trunk/src/world_entities/space_ships/turbine_hover.cc @ 7001

Last change on this file since 7001 was 7001, checked in by bensch, 18 years ago

TurbineHover is cool now :)

File size: 12.9 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
[7000]19#include "turbine_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"
[7001]32#include "dot_emitter.h"
33#include "sprite_particles.h"
[6443]34
35using namespace std;
36
[7000]37CREATE_FACTORY(TurbineHover, CL_TURBINE_HOVER);
[6443]38
39/**
[7000]40 *  destructs the turbine_hover, deletes alocated memory
[6443]41 */
[7000]42TurbineHover::~TurbineHover ()
[6986]43{
44  this->setPlayer(NULL);
45}
[6443]46
47/**
[7000]48 * loads a TurbineHover information from a specified file.
49 * @param fileName the name of the File to load the turbine_hover from (absolute path)
[6443]50 */
[7000]51TurbineHover::TurbineHover(const char* fileName)
[6443]52{
53  this->init();
54  TiXmlDocument doc(fileName);
55
56  if(!doc.LoadFile())
57  {
[7000]58    PRINTF(2)("Loading file %s failed for TurbineHover.\n", fileName);
[6443]59    return;
60  }
61
62  this->loadParams(doc.RootElement());
63}
64
65/**
66 *  creates a new Spaceship from Xml Data
67 * @param root the xml element containing spaceship data
68
69   @todo add more parameters to load
70*/
[7000]71TurbineHover::TurbineHover(const TiXmlElement* root)
[6443]72{
73  this->init();
74  if (root != NULL)
75    this->loadParams(root);
76
77  //weapons:
78  Weapon* wpRight = new TestGun(0);
79  wpRight->setName("testGun Right");
80  Weapon* wpLeft = new TestGun(1);
81  wpLeft->setName("testGun Left");
[6811]82  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
[6443]83
84  cannon->setName("BFG");
85
86  this->addWeapon(wpLeft, 1, 0);
87  this->addWeapon(wpRight,1 ,1);
[6803]88  this->addWeapon(cannon, 0, 2);
[6443]89
90  this->getWeaponManager()->changeWeaponConfig(1);
91  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
[6800]92
93  this->loadModel("models/ships/hoverglider_mainbody.obj");
[6443]94}
95
96
97/**
[7000]98 * initializes a TurbineHover
[6443]99 */
[7000]100void TurbineHover::init()
[6443]101{
[6805]102  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
[7000]103  this->setClassID(CL_TURBINE_HOVER, "TurbineHover");
[6443]104
[6807]105  this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3);
[7000]106  this->loadModel("models/ships/hoverglider_turbine.obj", 1.0f, 4);
107  this->loadModel("models/ships/hoverglider_turbine_rotors.obj", 1.0f, 5);
[6443]108
[6805]109  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
[6807]110  mouseSensitivity = 0.005;
[6443]111
[6806]112  this->rotorSpeed = 1000.0f;
113  this->rotorCycle = 0.0f;
[6807]114  this->cameraLook = 0.0f;
115  this->rotation = 0.0f;
[7001]116  this->acceleration = 10.0f;
117  this->airFriction = 2.0f;
[6799]118
[6806]119  // camera - issue
[6800]120  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6806]121  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
[6880]122  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
[6724]123  this->cameraNode.setParent(this);
[6799]124
[6724]125  // rotors
[6803]126  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
127  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
[6801]128  this->wingNodeLeft.setParent(this);
129  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
[6800]130  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6801]131  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
132  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
[6799]133
[6801]134  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6803]135  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
[6800]136  this->wingNodeRight.setParent(this);
[6801]137  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
138  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6800]139  this->rotorNodeRight.setParent(&this->wingNodeRight);
[6801]140  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
[6443]141
[7001]142  // PARTICLES
143  this->burstEmitter[0] = new DotEmitter(200, 5.0, .01);
144  this->burstEmitter[0]->setParent(&this->rotorNodeLeft);
145  this->burstEmitter[0]->setRelCoor(0, -0.7, 0);
146  this->burstEmitter[0]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
147  this->burstEmitter[0]->setName("TurbineHover_Burst_emitter_Left");
[6803]148
[7001]149  this->burstEmitter[1] = new DotEmitter(200, 5.0, .01);
150  this->burstEmitter[1]->setParent(&this->rotorNodeRight);
151  this->burstEmitter[1]->setRelCoor(0, -0.7, 0);
152  this->burstEmitter[1]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
153  this->burstEmitter[1]->setName("TurbineHover_Burst_emitter_Right");
[6800]154
[7001]155
156  this->burstSystem = new SpriteParticles(1000);
157  this->burstSystem->addEmitter(this->burstEmitter[0]);
158  this->burstSystem->addEmitter(this->burstEmitter[1]);
159  this->burstSystem->setName("SpaceShip_Burst_System");
160  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
161  this->burstSystem->setLifeSpan(1.0, .3);
162  this->burstSystem->setRadius(0.0, 1.5);
163  this->burstSystem->setRadius(0.05, 1.8);
164  this->burstSystem->setRadius(.5, .8);
165  this->burstSystem->setRadius(1.0, 0);
166  this->burstSystem->setColor(0.0, .7,.7,1,.5);
167  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
168  this->burstSystem->setColor(0.5, .5,.5,.8,.3);
169  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
170
171
[6443]172  //add events to the eventlist
[6997]173  registerEvent(KeyMapper::PEV_FORWARD);
174  registerEvent(KeyMapper::PEV_BACKWARD);
[6637]175  registerEvent(KeyMapper::PEV_LEFT);
176  registerEvent(KeyMapper::PEV_RIGHT);
[6998]177  registerEvent(KeyMapper::PEV_UP);
178  registerEvent(KeyMapper::PEV_DOWN);
[6443]179  registerEvent(KeyMapper::PEV_FIRE1);
180  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
181  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
182  registerEvent(EV_MOUSE_MOTION);
183
[7001]184  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
[6443]185
[6803]186  // WEAPON_MANAGER configuration
187  this->getWeaponManager()->setSlotCount(5);
188
189  this->getWeaponManager()->setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
[6443]190  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
191
[6803]192  this->getWeaponManager()->setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
[6443]193  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
194
[6803]195  this->getWeaponManager()->setSlotPosition(2, Vector(-1.63, .809, -.003));
196  this->getWeaponManager()->setSlotCapability(2, WTYPE_HEAVY);
[6443]197
[6803]198  /// TODO: THESE ARE TOO MUCH
199  this->getWeaponManager()->setSlotPosition(3, Vector(-1.63, .678, -.652));
200  this->getWeaponManager()->setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
[6443]201
[6803]202  this->getWeaponManager()->setSlotPosition(4, Vector(-1.63, .678, .652));
203  this->getWeaponManager()->setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
[6443]204
[6807]205  this->cameraNode.setRelCoor(1,5,0);
206  this->getWeaponManager()->getFixedTarget()->setParent(&this->cameraNode);
207  this->getWeaponManager()->getFixedTarget()->setRelCoor(1000,0,0);
[6443]208}
209
210/**
[7000]211 * loads the Settings of a TurbineHover from an XML-element.
[6443]212 * @param root the XML-element to load the Spaceship's properties from
213 */
[7000]214void TurbineHover::loadParams(const TiXmlElement* root)
[6443]215{
[6512]216  WorldEntity::loadParams(root);
[6443]217}
218
219
[7000]220void TurbineHover::enter()
[6443]221{
222  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
223
[6871]224  State::getCamera()->setParentSoft(&this->cameraNode);
225  State::getCamera()->setRelCoorSoft(-10, 0,0);
226  State::getCameraTarget()->setParentSoft(&this->cameraNode);
[6443]227}
228
[7000]229void TurbineHover::leave()
[6443]230{
231  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
232  this->detachCamera();
233
234}
235
236
237/**
[7000]238 *  effect that occurs after the TurbineHover is spawned
[6443]239*/
[7000]240void TurbineHover::postSpawn ()
[6443]241{
242  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
243}
244
245/**
[7000]246 *  the action occuring if the turbine_hover left the game
[6443]247*/
[7000]248void TurbineHover::leftWorld ()
[6443]249{}
250
251/**
252 *  this function is called, when two entities collide
253 * @param entity: the world entity with whom it collides
254 *
255 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
256 */
[7000]257void TurbineHover::collidesWith(WorldEntity* entity, const Vector& location)
[6807]258{}
[6443]259
260
261
262/**
263 *  the function called for each passing timeSnap
264 * @param time The timespan passed since last update
265*/
[7000]266void TurbineHover::tick (float dt)
[6443]267{
[6804]268  Playable::tick(dt);
269
[6443]270  // spaceship controlled movement
[6805]271  this->movement(dt);
[6806]272  this->rotorCycle += this->rotorSpeed * dt;
[7001]273
274  // TRYING TO FIX PNode.
275/*  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0,5,0), 30);
276  this->cameraNode.setAbsDirSoft(this->getAbsDir(), 30);*/
[6443]277}
278
279/**
280 *  calculate the velocity
281 * @param time the timeslice since the last frame
282*/
[7000]283void TurbineHover::movement (float dt)
[6443]284{
285  Vector accel(0.0, 0.0, 0.0);
[6879]286  float rotSpeed = .3;
[6443]287
[6814]288  if( this->bForward )
289  {
[6879]290    accel += Vector(this->acceleration, 0, 0);
[6443]291  }
292
[6814]293  if( this->bBackward )
294  {
[6879]295    accel -= Vector(this->acceleration, 0, 0);
[6443]296  }
[6814]297  if( this->bLeft)
298  {
[6879]299    accel -= Vector(0, 0, this->acceleration);
[6443]300  }
[6807]301
[6814]302  if( this->bRight)
303  {
[6879]304    accel += Vector(0, 0, this->acceleration);
[6443]305  }
306
[6814]307  if (this->bAscend )
308  {
[6879]309    accel += Vector(0, this->acceleration, 0);
[6443]310  }
[6814]311  if (this->bDescend )
312  {
[6879]313    accel -= Vector(0, this->acceleration, 0);
[6807]314  }
[6443]315
[6999]316  Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
[6814]317
[6879]318  // this is the air friction (necessary for a smooth control)
[6999]319  Vector damping = (this->velocity * this->airFriction);
320
321
322  this->velocity += (accelerationDir - damping)* dt;
323
324  this->shiftCoor (this->velocity * dt);
[6879]325  this->rotation = 0.0f;
326
[6880]327  this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
[6805]328
[7001]329  this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
330  this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
[6805]331
[7001]332  this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
333  this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
[6443]334}
335
336
[7000]337void TurbineHover::draw() const
[6443]338{
[6801]339  Vector tmpRot;
[6443]340  WorldEntity::draw();
[6799]341
[6801]342  glPushMatrix();
343  /// LEFT SIDE
344  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
345                this->wingNodeLeft.getAbsCoor ().y,
346                this->wingNodeLeft.getAbsCoor ().z);
347  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
348  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
349  this->getModel(3)->draw();
350  glPopMatrix ();
[6443]351
[6801]352  glPushMatrix();
353  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
354                this->rotorNodeLeft.getAbsCoor ().y,
355                this->rotorNodeLeft.getAbsCoor ().z);
356  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
357  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
358  this->getModel(4)->draw();
[6806]359  glRotatef(this->rotorCycle, 0,1,0);
360  this->getModel(5)->draw();
[6801]361  glPopMatrix ();
[6724]362
[6801]363  /// RIGHT SIDE
364  glPushMatrix();
365  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
366                this->wingNodeRight.getAbsCoor ().y,
367                this->wingNodeRight.getAbsCoor ().z);
368  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
369  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
370  glScalef(1,1,-1);
371  this->getModel(3)->draw();
372  glPopMatrix ();
[6724]373
[6801]374  glPushMatrix();
375  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
376                this->rotorNodeRight.getAbsCoor ().y,
377                this->rotorNodeRight.getAbsCoor ().z);
378  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
379  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
380  glScalef(1,1,-1);
381  this->getModel(4)->draw();
[6806]382  glRotatef(this->rotorCycle, 0,1,0);
383  this->getModel(5)->draw();
[6801]384  glPopMatrix ();
[6443]385}
386
387/**
388 * @todo switch statement ??
389 */
[7000]390void TurbineHover::process(const Event &event)
[6443]391{
[6804]392  Playable::process(event);
[6443]393
[6637]394  if( event.type == KeyMapper::PEV_LEFT)
[6805]395    this->bLeft = event.bPressed;
[6637]396  else if( event.type == KeyMapper::PEV_RIGHT)
[6805]397    this->bRight = event.bPressed;
[6998]398  else if( event.type == KeyMapper::PEV_UP)
[6443]399    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
[6998]400  else if( event.type == KeyMapper::PEV_DOWN)
[6443]401    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
[6997]402  else if( event.type == KeyMapper::PEV_FORWARD)
[6805]403    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
[6997]404  else if( event.type == KeyMapper::PEV_BACKWARD)
[6805]405    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
[6443]406  else if( event.type == EV_MOUSE_MOTION)
407  {
[6807]408    float xMouse, yMouse;
409    xMouse = event.xRel*mouseSensitivity;
410    yMouse = event.yRel*mouseSensitivity;
[6443]411
[6805]412    // rotate the Player around the y-axis
[6807]413    this->direction *= Quaternion(-M_PI/4.0*xMouse, Vector(0,1,0));
414    this->rotation += xMouse;
[6799]415
[6807]416    this->cameraLook += yMouse;
[6805]417    // rotate the Camera around the z-axis
[6807]418    if (cameraLook > M_PI_4)
419      cameraLook = M_PI_4;
[6880]420    else if (cameraLook < -M_PI_4)
421      cameraLook = -M_PI_4;
422    //this->cameraNode.setRelDirSoft(this->direction,10);
[6805]423  }
[6443]424}
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