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source: orxonox.OLD/trunk/src/world_entities/space_ships/turbine_hover.cc @ 7067

Last change on this file since 7067 was 7067, checked in by bensch, 18 years ago

small fixes

File size: 13.0 KB
Line 
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 "turbine_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 "factory.h"
27#include "key_mapper.h"
28#include "event_handler.h"
29#include "state.h"
30
31#include "graphics_engine.h"
32#include "dot_emitter.h"
33#include "sprite_particles.h"
34
35using namespace std;
36
37CREATE_FACTORY(TurbineHover, CL_TURBINE_HOVER);
38
39/**
40 *  destructs the turbine_hover, deletes alocated memory
41 */
42TurbineHover::~TurbineHover ()
43{
44  this->setPlayer(NULL);
45}
46
47/**
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)
50 */
51TurbineHover::TurbineHover(const char* fileName)
52{
53  this->init();
54  TiXmlDocument doc(fileName);
55
56  if(!doc.LoadFile())
57  {
58    PRINTF(2)("Loading file %s failed for TurbineHover.\n", fileName);
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*/
71TurbineHover::TurbineHover(const TiXmlElement* root)
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");
82  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
83
84  cannon->setName("BFG");
85
86  this->addWeapon(wpLeft, 1, 0);
87  this->addWeapon(wpRight,1 ,1);
88  this->addWeapon(cannon, 0, 2);
89
90  this->getWeaponManager()->changeWeaponConfig(1);
91  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
92
93  this->loadModel("models/ships/hoverglider_mainbody.obj");
94}
95
96
97/**
98 * initializes a TurbineHover
99 */
100void TurbineHover::init()
101{
102  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
103  this->setClassID(CL_TURBINE_HOVER, "TurbineHover");
104
105  this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3);
106  this->loadModel("models/ships/hoverglider_turbine.obj", 1.0f, 4);
107  this->loadModel("models/ships/hoverglider_turbine_rotors.obj", 1.0f, 5);
108
109  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
110  mouseSensitivity = 0.005;
111
112  this->rotorSpeed = 1000.0f;
113  this->rotorCycle = 0.0f;
114  this->cameraLook = 0.0f;
115  this->rotation = 0.0f;
116  this->acceleration = 10.0f;
117  this->airFriction = 2.0f;
118
119  // camera - issue
120  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
121  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
122  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
123  //this->cameraNode.setParent(this);
124
125  // rotors
126  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
127  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
128  this->wingNodeLeft.setParent(this);
129  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
130  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
131  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
132  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
133
134  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
135  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
136  this->wingNodeRight.setParent(this);
137  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
138  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
139  this->rotorNodeRight.setParent(&this->wingNodeRight);
140  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
141
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");
148
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");
154
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
172  //add events to the eventlist
173  registerEvent(KeyMapper::PEV_FORWARD);
174  registerEvent(KeyMapper::PEV_BACKWARD);
175  registerEvent(KeyMapper::PEV_LEFT);
176  registerEvent(KeyMapper::PEV_RIGHT);
177  registerEvent(KeyMapper::PEV_UP);
178  registerEvent(KeyMapper::PEV_DOWN);
179  registerEvent(KeyMapper::PEV_FIRE1);
180  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
181  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
182  registerEvent(EV_MOUSE_MOTION);
183
184  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
185
186  // WEAPON_MANAGER configuration
187  this->getWeaponManager()->setSlotCount(5);
188
189  this->getWeaponManager()->setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
190  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
191
192  this->getWeaponManager()->setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
193  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
194
195  this->getWeaponManager()->setSlotPosition(2, Vector(-1.63, .809, -.003));
196  this->getWeaponManager()->setSlotCapability(2, WTYPE_HEAVY);
197
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)));
201
202  this->getWeaponManager()->setSlotPosition(4, Vector(-1.63, .678, .652));
203  this->getWeaponManager()->setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
204
205  this->cameraNode.setRelCoor(1,5,0);
206  this->getWeaponManager()->getFixedTarget()->setParent(&this->cameraNode);
207  this->getWeaponManager()->getFixedTarget()->setRelCoor(1000,0,0);
208}
209
210/**
211 * loads the Settings of a TurbineHover from an XML-element.
212 * @param root the XML-element to load the Spaceship's properties from
213 */
214void TurbineHover::loadParams(const TiXmlElement* root)
215{
216  WorldEntity::loadParams(root);
217}
218
219
220void TurbineHover::enter()
221{
222  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
223
224  State::getCameraNode()->setParentSoft(&this->cameraNode);
225  State::getCameraNode()->setRelCoorSoft(-10, 0,0);
226  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
227}
228
229void TurbineHover::leave()
230{
231  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
232  this->detachCamera();
233
234}
235
236
237/**
238 *  effect that occurs after the TurbineHover is spawned
239*/
240void TurbineHover::postSpawn ()
241{
242  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
243}
244
245/**
246 *  the action occuring if the turbine_hover left the game
247*/
248void TurbineHover::leftWorld ()
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 */
257void TurbineHover::collidesWith(WorldEntity* entity, const Vector& location)
258{}
259
260
261
262/**
263 *  the function called for each passing timeSnap
264 * @param time The timespan passed since last update
265*/
266void TurbineHover::tick (float dt)
267{
268  this->debugNode(1);
269  Playable::tick(dt);
270
271  // spaceship controlled movement
272  this->movement(dt);
273  this->rotorCycle += this->rotorSpeed * dt;
274
275  // TRYING TO FIX PNode.
276  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
277  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
278}
279
280/**
281 *  calculate the velocity
282 * @param time the timeslice since the last frame
283*/
284void TurbineHover::movement (float dt)
285{
286  Vector accel(0.0, 0.0, 0.0);
287  float rotSpeed = .3;
288
289  if( this->bForward )
290  {
291    accel += Vector(this->acceleration, 0, 0);
292  }
293
294  if( this->bBackward )
295  {
296    accel -= Vector(this->acceleration, 0, 0);
297  }
298  if( this->bLeft)
299  {
300    accel -= Vector(0, 0, this->acceleration);
301  }
302
303  if( this->bRight)
304  {
305    accel += Vector(0, 0, this->acceleration);
306  }
307
308  if (this->bAscend )
309  {
310    accel += Vector(0, this->acceleration, 0);
311  }
312  if (this->bDescend )
313  {
314    accel -= Vector(0, this->acceleration, 0);
315  }
316
317  Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
318
319  // this is the air friction (necessary for a smooth control)
320  Vector damping = (this->velocity * this->airFriction);
321
322
323  this->velocity += (accelerationDir - damping)* dt;
324
325  this->shiftCoor (this->velocity * dt);
326  this->rotation = 0.0f;
327
328  this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
329
330  this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
331  this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
332
333  this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
334  this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
335}
336
337
338void TurbineHover::draw() const
339{
340  Vector tmpRot;
341  WorldEntity::draw();
342
343  glPushMatrix();
344  /// LEFT SIDE
345  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
346                this->wingNodeLeft.getAbsCoor ().y,
347                this->wingNodeLeft.getAbsCoor ().z);
348  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
349  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
350  this->getModel(3)->draw();
351  glPopMatrix ();
352
353  glPushMatrix();
354  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
355                this->rotorNodeLeft.getAbsCoor ().y,
356                this->rotorNodeLeft.getAbsCoor ().z);
357  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
358  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
359  this->getModel(4)->draw();
360  glRotatef(this->rotorCycle, 0,1,0);
361  this->getModel(5)->draw();
362  glPopMatrix ();
363
364  /// RIGHT SIDE
365  glPushMatrix();
366  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
367                this->wingNodeRight.getAbsCoor ().y,
368                this->wingNodeRight.getAbsCoor ().z);
369  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
370  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
371  glScalef(1,1,-1);
372  this->getModel(3)->draw();
373  glPopMatrix ();
374
375  glPushMatrix();
376  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
377                this->rotorNodeRight.getAbsCoor ().y,
378                this->rotorNodeRight.getAbsCoor ().z);
379  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
380  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
381  glScalef(1,1,-1);
382  this->getModel(4)->draw();
383  glRotatef(this->rotorCycle, 0,1,0);
384  this->getModel(5)->draw();
385  glPopMatrix ();
386}
387
388/**
389 * @todo switch statement ??
390 */
391void TurbineHover::process(const Event &event)
392{
393  Playable::process(event);
394
395  if( event.type == KeyMapper::PEV_LEFT)
396    this->bLeft = event.bPressed;
397  else if( event.type == KeyMapper::PEV_RIGHT)
398    this->bRight = event.bPressed;
399  else if( event.type == KeyMapper::PEV_UP)
400    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
401  else if( event.type == KeyMapper::PEV_DOWN)
402    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
403  else if( event.type == KeyMapper::PEV_FORWARD)
404    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
405  else if( event.type == KeyMapper::PEV_BACKWARD)
406    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
407  else if( event.type == EV_MOUSE_MOTION)
408  {
409    float xMouse, yMouse;
410    xMouse = event.xRel*mouseSensitivity;
411    yMouse = event.yRel*mouseSensitivity;
412
413    // rotate the Player around the y-axis
414    this->direction *= Quaternion(-M_PI/4.0*xMouse, Vector(0,1,0));
415    this->rotation += xMouse;
416
417    this->cameraLook += yMouse;
418    // rotate the Camera around the z-axis
419    if (cameraLook > M_PI_4)
420      cameraLook = M_PI_4;
421    else if (cameraLook < -M_PI_4)
422      cameraLook = -M_PI_4;
423    //this->cameraNode.setRelDirSoft(this->direction,10);
424  }
425}
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