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source: orxonox.OLD/trunk/src/world_entities/space_ships/turbine_hover.cc @ 7072

Last change on this file since 7072 was 7072, checked in by bensch, 18 years ago

collision stuff

File size: 13.1 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 "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  this->setHealthMax(100);
120  this->setHealth(100);
121
122
123  // camera - issue
124  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
125  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
126  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
127  //this->cameraNode.setParent(this);
128
129  // rotors
130  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
131  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
132  this->wingNodeLeft.setParent(this);
133  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
134  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
135  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
136  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
137
138  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
139  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
140  this->wingNodeRight.setParent(this);
141  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
142  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
143  this->rotorNodeRight.setParent(&this->wingNodeRight);
144  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
145
146  // PARTICLES
147  this->burstEmitter[0] = new DotEmitter(200, 5.0, .01);
148  this->burstEmitter[0]->setParent(&this->rotorNodeLeft);
149  this->burstEmitter[0]->setRelCoor(0, -0.7, 0);
150  this->burstEmitter[0]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
151  this->burstEmitter[0]->setName("TurbineHover_Burst_emitter_Left");
152
153  this->burstEmitter[1] = new DotEmitter(200, 5.0, .01);
154  this->burstEmitter[1]->setParent(&this->rotorNodeRight);
155  this->burstEmitter[1]->setRelCoor(0, -0.7, 0);
156  this->burstEmitter[1]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
157  this->burstEmitter[1]->setName("TurbineHover_Burst_emitter_Right");
158
159
160  this->burstSystem = new SpriteParticles(1000);
161  this->burstSystem->addEmitter(this->burstEmitter[0]);
162  this->burstSystem->addEmitter(this->burstEmitter[1]);
163  this->burstSystem->setName("SpaceShip_Burst_System");
164  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
165  this->burstSystem->setLifeSpan(1.0, .3);
166  this->burstSystem->setRadius(0.0, 1.5);
167  this->burstSystem->setRadius(0.05, 1.8);
168  this->burstSystem->setRadius(.5, .8);
169  this->burstSystem->setRadius(1.0, 0);
170  this->burstSystem->setColor(0.0, .7,.7,1,.5);
171  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
172  this->burstSystem->setColor(0.5, .5,.5,.8,.3);
173  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
174
175
176  //add events to the eventlist
177  registerEvent(KeyMapper::PEV_FORWARD);
178  registerEvent(KeyMapper::PEV_BACKWARD);
179  registerEvent(KeyMapper::PEV_LEFT);
180  registerEvent(KeyMapper::PEV_RIGHT);
181  registerEvent(KeyMapper::PEV_UP);
182  registerEvent(KeyMapper::PEV_DOWN);
183  registerEvent(KeyMapper::PEV_FIRE1);
184  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
185  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
186  registerEvent(EV_MOUSE_MOTION);
187
188  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
189
190  // WEAPON_MANAGER configuration
191  this->getWeaponManager()->setSlotCount(5);
192
193  this->getWeaponManager()->setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
194  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
195
196  this->getWeaponManager()->setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
197  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
198
199  this->getWeaponManager()->setSlotPosition(2, Vector(-1.63, .809, -.003));
200  this->getWeaponManager()->setSlotCapability(2, WTYPE_HEAVY);
201
202  /// TODO: THESE ARE TOO MUCH
203  this->getWeaponManager()->setSlotPosition(3, Vector(-1.63, .678, -.652));
204  this->getWeaponManager()->setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
205
206  this->getWeaponManager()->setSlotPosition(4, Vector(-1.63, .678, .652));
207  this->getWeaponManager()->setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
208
209  this->cameraNode.setRelCoor(1,5,0);
210  this->getWeaponManager()->getFixedTarget()->setParent(&this->cameraNode);
211  this->getWeaponManager()->getFixedTarget()->setRelCoor(1000,0,0);
212}
213
214/**
215 * loads the Settings of a TurbineHover from an XML-element.
216 * @param root the XML-element to load the Spaceship's properties from
217 */
218void TurbineHover::loadParams(const TiXmlElement* root)
219{
220  WorldEntity::loadParams(root);
221}
222
223
224void TurbineHover::enter()
225{
226  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
227
228  State::getCameraNode()->setParentSoft(&this->cameraNode);
229  State::getCameraNode()->setRelCoorSoft(-10, 0,0);
230  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
231}
232
233void TurbineHover::leave()
234{
235  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
236  this->detachCamera();
237
238}
239
240
241/**
242 *  effect that occurs after the TurbineHover is spawned
243*/
244void TurbineHover::postSpawn ()
245{
246  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
247}
248
249/**
250 *  the action occuring if the turbine_hover left the game
251*/
252void TurbineHover::leftWorld ()
253{}
254
255/**
256 *  this function is called, when two entities collide
257 * @param entity: the world entity with whom it collides
258 *
259 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
260 */
261void TurbineHover::collidesWith(WorldEntity* entity, const Vector& location)
262{
263  Playable::collidesWith(entity, location);
264}
265
266
267
268/**
269 *  the function called for each passing timeSnap
270 * @param time The timespan passed since last update
271*/
272void TurbineHover::tick (float dt)
273{
274  this->debugNode(1);
275  Playable::tick(dt);
276
277  // spaceship controlled movement
278  this->movement(dt);
279  this->rotorCycle += this->rotorSpeed * dt;
280
281  // TRYING TO FIX PNode.
282  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
283  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
284}
285
286/**
287 *  calculate the velocity
288 * @param time the timeslice since the last frame
289*/
290void TurbineHover::movement (float dt)
291{
292  Vector accel(0.0, 0.0, 0.0);
293  float rotSpeed = .3;
294
295  if( this->bForward )
296  {
297    accel += Vector(this->acceleration, 0, 0);
298  }
299
300  if( this->bBackward )
301  {
302    accel -= Vector(this->acceleration, 0, 0);
303  }
304  if( this->bLeft)
305  {
306    accel -= Vector(0, 0, this->acceleration);
307  }
308
309  if( this->bRight)
310  {
311    accel += Vector(0, 0, this->acceleration);
312  }
313
314  if (this->bAscend )
315  {
316    accel += Vector(0, this->acceleration, 0);
317  }
318  if (this->bDescend )
319  {
320    accel -= Vector(0, this->acceleration, 0);
321  }
322
323  Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
324
325  // this is the air friction (necessary for a smooth control)
326  Vector damping = (this->velocity * this->airFriction);
327
328
329  this->velocity += (accelerationDir - damping)* dt;
330
331  this->shiftCoor (this->velocity * dt);
332  this->rotation = 0.0f;
333
334  this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
335
336  this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
337  this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
338
339  this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
340  this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
341}
342
343
344void TurbineHover::draw() const
345{
346  Vector tmpRot;
347  WorldEntity::draw();
348
349  glPushMatrix();
350  /// LEFT SIDE
351  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
352                this->wingNodeLeft.getAbsCoor ().y,
353                this->wingNodeLeft.getAbsCoor ().z);
354  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
355  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
356  this->getModel(3)->draw();
357  glPopMatrix ();
358
359  glPushMatrix();
360  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
361                this->rotorNodeLeft.getAbsCoor ().y,
362                this->rotorNodeLeft.getAbsCoor ().z);
363  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
364  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
365  this->getModel(4)->draw();
366  glRotatef(this->rotorCycle, 0,1,0);
367  this->getModel(5)->draw();
368  glPopMatrix ();
369
370  /// RIGHT SIDE
371  glPushMatrix();
372  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
373                this->wingNodeRight.getAbsCoor ().y,
374                this->wingNodeRight.getAbsCoor ().z);
375  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
376  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
377  glScalef(1,1,-1);
378  this->getModel(3)->draw();
379  glPopMatrix ();
380
381  glPushMatrix();
382  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
383                this->rotorNodeRight.getAbsCoor ().y,
384                this->rotorNodeRight.getAbsCoor ().z);
385  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
386  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
387  glScalef(1,1,-1);
388  this->getModel(4)->draw();
389  glRotatef(this->rotorCycle, 0,1,0);
390  this->getModel(5)->draw();
391  glPopMatrix ();
392}
393
394/**
395 * @todo switch statement ??
396 */
397void TurbineHover::process(const Event &event)
398{
399  Playable::process(event);
400
401  if( event.type == KeyMapper::PEV_LEFT)
402    this->bLeft = event.bPressed;
403  else if( event.type == KeyMapper::PEV_RIGHT)
404    this->bRight = event.bPressed;
405  else if( event.type == KeyMapper::PEV_UP)
406    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
407  else if( event.type == KeyMapper::PEV_DOWN)
408    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
409  else if( event.type == KeyMapper::PEV_FORWARD)
410    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
411  else if( event.type == KeyMapper::PEV_BACKWARD)
412    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
413  else if( event.type == EV_MOUSE_MOTION)
414  {
415    float xMouse, yMouse;
416    xMouse = event.xRel*mouseSensitivity;
417    yMouse = event.yRel*mouseSensitivity;
418
419    // rotate the Player around the y-axis
420    this->direction *= Quaternion(-M_PI/4.0*xMouse, Vector(0,1,0));
421    this->rotation += xMouse;
422
423    this->cameraLook += yMouse;
424    // rotate the Camera around the z-axis
425    if (cameraLook > M_PI_4)
426      cameraLook = M_PI_4;
427    else if (cameraLook < -M_PI_4)
428      cameraLook = -M_PI_4;
429    //this->cameraNode.setRelDirSoft(this->direction,10);
430  }
431}
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