| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Benjamin Grauer |
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| 13 | co-programmer: ... |
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| 14 | |
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| 15 | */ |
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| 16 | |
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 18 | |
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| 19 | #include "turbine_hover.h" |
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| 20 | |
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| 21 | #include "weapons/weapon_manager.h" |
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| 22 | #include "weapons/test_gun.h" |
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| 23 | #include "weapons/turret.h" |
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| 24 | #include "weapons/cannon.h" |
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| 25 | |
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| 26 | #include "util/loading/factory.h" |
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| 27 | #include "key_mapper.h" |
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| 28 | #include "state.h" |
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| 29 | |
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| 30 | #include "graphics_engine.h" |
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| 31 | #include "dot_emitter.h" |
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| 32 | #include "sprite_particles.h" |
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| 33 | |
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| 34 | #include "debug.h" |
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| 35 | |
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| 36 | CREATE_FACTORY(TurbineHover, CL_TURBINE_HOVER); |
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| 37 | |
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| 38 | /** |
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| 39 | * destructs the turbine_hover, deletes alocated memory |
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| 40 | */ |
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| 41 | TurbineHover::~TurbineHover () |
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| 42 | { |
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| 43 | this->setPlayer(NULL); |
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| 44 | } |
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| 45 | |
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| 46 | /** |
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| 47 | * @brief loads a TurbineHover information from a specified file. |
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| 48 | * @param fileName the name of the File to load the turbine_hover from (absolute path) |
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| 49 | */ |
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| 50 | TurbineHover::TurbineHover(const std::string& fileName) |
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| 51 | { |
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| 52 | this->init(); |
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| 53 | TiXmlDocument doc(fileName); |
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| 54 | |
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| 55 | if(!doc.LoadFile()) |
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| 56 | { |
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| 57 | PRINTF(2)("Loading file %s failed for TurbineHover.\n", fileName.c_str()); |
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| 58 | return; |
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| 59 | } |
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| 60 | |
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| 61 | this->loadParams(doc.RootElement()); |
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| 62 | } |
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| 63 | |
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| 64 | /** |
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| 65 | * @brief creates a new Spaceship from Xml Data |
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| 66 | * @param root the xml element containing spaceship data |
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| 67 | |
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| 68 | @todo add more parameters to load |
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| 69 | */ |
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| 70 | TurbineHover::TurbineHover(const TiXmlElement* root) |
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| 71 | { |
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| 72 | this->init(); |
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| 73 | if (root != NULL) |
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| 74 | this->loadParams(root); |
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| 75 | |
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| 76 | //weapons: |
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| 77 | Weapon* wpRight = new TestGun(0); |
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| 78 | wpRight->setName("testGun Right"); |
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| 79 | Weapon* wpLeft = new TestGun(1); |
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| 80 | wpLeft->setName("testGun Left"); |
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| 81 | //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER)); |
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| 82 | |
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| 83 | // cannon->setName("BFG"); |
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| 84 | |
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| 85 | this->addWeapon(wpLeft, 1, 0); |
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| 86 | this->addWeapon(wpRight,1 ,1); |
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| 87 | //this->addWeapon(cannon, 0, 2); |
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| 88 | |
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| 89 | this->getWeaponManager().changeWeaponConfig(1); |
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| 90 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 91 | |
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| 92 | this->loadModel("models/ships/hoverglider_mainbody.obj"); |
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| 93 | } |
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| 94 | |
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| 95 | |
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| 96 | /** |
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| 97 | * @brief initializes a TurbineHover |
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| 98 | */ |
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| 99 | void TurbineHover::init() |
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| 100 | { |
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| 101 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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| 102 | this->setClassID(CL_TURBINE_HOVER, "TurbineHover"); |
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| 103 | |
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| 104 | this->setSupportedPlaymodes(Playable::Full3D | Playable::Horizontal | Playable::Vertical); |
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| 105 | |
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| 106 | this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3); |
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| 107 | this->loadModel("models/ships/hoverglider_turbine.obj", 1.0f, 4); |
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| 108 | this->loadModel("models/ships/hoverglider_turbine_rotors.obj", 1.0f, 5); |
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| 109 | |
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| 110 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = false; |
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| 111 | mouseSensitivity = 0.005; |
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| 112 | |
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| 113 | this->rotorSpeed = 1000.0f; |
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| 114 | this->rotorCycle = 0.0f; |
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| 115 | this->cameraLook = 0.0f; |
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| 116 | this->rotation = 0.0f; |
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| 117 | this->acceleration = 10.0f; |
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| 118 | this->airFriction = 2.0f; |
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| 119 | |
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| 120 | this->setHealthMax(100); |
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| 121 | this->setHealth(100); |
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| 122 | |
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| 123 | |
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| 124 | // camera - issue |
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| 125 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 126 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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| 127 | //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT); |
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| 128 | //this->cameraNode.setParent(this); |
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| 129 | |
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| 130 | // rotors |
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| 131 | this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT ); |
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| 132 | this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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| 133 | this->wingNodeLeft.setParent(this); |
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| 134 | this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0); |
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| 135 | this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 136 | this->rotorNodeLeft.setParent(&this->wingNodeLeft); |
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| 137 | this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3); |
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| 138 | |
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| 139 | this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 140 | this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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| 141 | this->wingNodeRight.setParent(this); |
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| 142 | this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0); |
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| 143 | this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 144 | this->rotorNodeRight.setParent(&this->wingNodeRight); |
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| 145 | this->rotorNodeRight.setRelCoor(0, 1.0, 2.3); |
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| 146 | |
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| 147 | // PARTICLES |
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| 148 | this->burstEmitter[0] = new DotEmitter(200, 5.0, .01); |
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| 149 | this->burstEmitter[0]->setParent(&this->rotorNodeLeft); |
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| 150 | this->burstEmitter[0]->setRelCoor(0, -0.7, 0); |
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| 151 | this->burstEmitter[0]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1))); |
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| 152 | this->burstEmitter[0]->setName("TurbineHover_Burst_emitter_Left"); |
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| 153 | |
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| 154 | this->burstEmitter[1] = new DotEmitter(200, 5.0, .01); |
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| 155 | this->burstEmitter[1]->setParent(&this->rotorNodeRight); |
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| 156 | this->burstEmitter[1]->setRelCoor(0, -0.7, 0); |
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| 157 | this->burstEmitter[1]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1))); |
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| 158 | this->burstEmitter[1]->setName("TurbineHover_Burst_emitter_Right"); |
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| 159 | |
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| 160 | |
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| 161 | this->burstSystem = new SpriteParticles(1000); |
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| 162 | this->burstSystem->addEmitter(this->burstEmitter[0]); |
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| 163 | this->burstSystem->addEmitter(this->burstEmitter[1]); |
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| 164 | this->burstSystem->setName("SpaceShip_Burst_System"); |
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| 165 | ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png"); |
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| 166 | this->burstSystem->setLifeSpan(1.0, .3); |
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| 167 | this->burstSystem->setRadius(0.0, 1.5); |
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| 168 | this->burstSystem->setRadius(0.05, 1.8); |
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| 169 | this->burstSystem->setRadius(.5, .8); |
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| 170 | this->burstSystem->setRadius(1.0, 0); |
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| 171 | this->burstSystem->setColor(0.0, .7,.7,1,.5); |
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| 172 | this->burstSystem->setColor(0.2, 0,0,0.8,.5); |
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| 173 | this->burstSystem->setColor(0.5, .5,.5,.8,.3); |
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| 174 | this->burstSystem->setColor(1.0, .8,.8,.8,.0); |
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| 175 | |
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| 176 | |
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| 177 | //add events to the eventlist of the Playable |
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| 178 | this->registerEvent(KeyMapper::PEV_FORWARD); |
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| 179 | this->registerEvent(KeyMapper::PEV_BACKWARD); |
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| 180 | this->registerEvent(KeyMapper::PEV_LEFT); |
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| 181 | this->registerEvent(KeyMapper::PEV_RIGHT); |
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| 182 | this->registerEvent(KeyMapper::PEV_UP); |
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| 183 | this->registerEvent(KeyMapper::PEV_DOWN); |
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| 184 | this->registerEvent(KeyMapper::PEV_FIRE1); |
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| 185 | this->registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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| 186 | this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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| 187 | this->registerEvent(EV_MOUSE_MOTION); |
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| 188 | |
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| 189 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 190 | |
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| 191 | // WEAPON_MANAGER configuration |
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| 192 | this->getWeaponManager().setSlotCount(5); |
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| 193 | |
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| 194 | this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft); |
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| 195 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 196 | |
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| 197 | this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight); |
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| 198 | this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 199 | |
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| 200 | this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003)); |
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| 201 | this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY); |
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| 202 | |
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| 203 | /// TODO: THESE ARE TOO MUCH |
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| 204 | this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652)); |
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| 205 | this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0))); |
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| 206 | |
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| 207 | this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652)); |
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| 208 | this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0))); |
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| 209 | |
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| 210 | this->cameraNode.setRelCoor(1,5,0); |
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| 211 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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| 212 | this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0); |
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| 213 | |
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| 214 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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| 215 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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| 216 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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| 217 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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| 218 | registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) ); |
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| 219 | registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) ); |
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| 220 | //registerVar( new SynchronizeableQuaternion( &direction, &direction, "direction", PERMISSION_OWNER ) ); |
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| 221 | registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) ); |
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| 222 | registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) ); |
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| 223 | } |
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| 224 | |
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| 225 | /** |
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| 226 | * @brief loads the Settings of a TurbineHover from an XML-element. |
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| 227 | * @param root the XML-element to load the Spaceship's properties from |
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| 228 | */ |
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| 229 | void TurbineHover::loadParams(const TiXmlElement* root) |
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| 230 | { |
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| 231 | Playable::loadParams(root); |
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| 232 | } |
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| 233 | |
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| 234 | void TurbineHover::setPlayDirection(const Quaternion& rot, float speed) |
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| 235 | { |
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| 236 | this->direction = Quaternion (rot.getHeading(), Vector(0,1,0)); |
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| 237 | } |
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| 238 | |
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| 239 | void TurbineHover::enter() |
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| 240 | { |
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| 241 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); |
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| 242 | |
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| 243 | if (State::getCameraNode != NULL) |
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| 244 | { |
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| 245 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
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| 246 | State::getCameraNode()->setRelCoorSoft(-10, 0,0); |
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| 247 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
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| 248 | } |
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| 249 | } |
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| 250 | |
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| 251 | void TurbineHover::leave() |
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| 252 | { |
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| 253 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 254 | this->detachCamera(); |
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| 255 | |
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| 256 | } |
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| 257 | |
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| 258 | |
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| 259 | /** |
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| 260 | * @brief effect that occurs after the TurbineHover is spawned |
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| 261 | */ |
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| 262 | void TurbineHover::postSpawn () |
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| 263 | { |
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| 264 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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| 265 | } |
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| 266 | |
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| 267 | /** |
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| 268 | * @brief the action occuring if the turbine_hover left the game |
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| 269 | */ |
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| 270 | void TurbineHover::leftWorld () |
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| 271 | {} |
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| 272 | |
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| 273 | /** |
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| 274 | * @brief this function is called, when two entities collide |
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| 275 | * @param entity: the world entity with whom it collides |
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| 276 | * |
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| 277 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 278 | */ |
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| 279 | void TurbineHover::collidesWith(WorldEntity* entity, const Vector& location) |
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| 280 | { |
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| 281 | Playable::collidesWith(entity, location); |
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| 282 | } |
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| 283 | |
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| 284 | |
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| 285 | |
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| 286 | /** |
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| 287 | * @brief the function called for each passing timeSnap |
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| 288 | * @param time The timespan passed since last update |
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| 289 | */ |
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| 290 | void TurbineHover::tick (float dt) |
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| 291 | { |
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| 292 | // this->debugNode(1); |
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| 293 | Playable::tick(dt); |
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| 294 | |
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| 295 | // spaceship controlled movement |
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| 296 | this->movement(dt); |
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| 297 | this->rotorCycle += this->rotorSpeed * dt; |
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| 298 | |
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| 299 | // TRYING TO FIX PNode. |
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| 300 | this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f); |
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| 301 | this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f); |
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| 302 | } |
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| 303 | |
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| 304 | /** |
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| 305 | * @brief calculate the velocity |
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| 306 | * @param time the timeslice since the last frame |
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| 307 | */ |
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| 308 | void TurbineHover::movement (float dt) |
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| 309 | { |
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| 310 | Vector accel(0.0, 0.0, 0.0); |
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| 311 | |
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| 312 | if( this->bForward ) |
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| 313 | { |
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| 314 | accel += Vector(this->acceleration, 0, 0); |
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| 315 | } |
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| 316 | |
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| 317 | if( this->bBackward ) |
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| 318 | { |
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| 319 | accel -= Vector(this->acceleration, 0, 0); |
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| 320 | } |
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| 321 | if( this->bLeft) |
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| 322 | { |
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| 323 | accel -= Vector(0, 0, this->acceleration); |
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| 324 | } |
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| 325 | |
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| 326 | if( this->bRight) |
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| 327 | { |
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| 328 | accel += Vector(0, 0, this->acceleration); |
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| 329 | } |
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| 330 | |
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| 331 | if (this->bAscend ) |
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| 332 | { |
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| 333 | accel += Vector(0, this->acceleration, 0); |
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| 334 | } |
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| 335 | if (this->bDescend ) |
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| 336 | { |
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| 337 | accel -= Vector(0, this->acceleration, 0); |
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| 338 | } |
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| 339 | |
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| 340 | switch(this->getPlaymode()) |
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| 341 | { |
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| 342 | case Playable::Full3D: |
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| 343 | { |
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| 344 | Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); |
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| 345 | |
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| 346 | // this is the air friction (necessary for a smooth control) |
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| 347 | Vector damping = (this->velocity * this->airFriction); |
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| 348 | |
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| 349 | |
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| 350 | this->velocity += (accelerationDir - damping)* dt; |
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| 351 | this->shiftCoor (this->velocity * dt); |
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| 352 | |
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| 353 | // limit the maximum rotation speed. |
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| 354 | if (this->rotation != 0.0f) |
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| 355 | { |
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| 356 | float maxRot = 10.0 * dt; |
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| 357 | if (unlikely(this->rotation > maxRot)) this->rotation = maxRot; |
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| 358 | if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot; |
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| 359 | this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0)); |
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| 360 | |
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| 361 | this->rotation = 0.0f; |
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| 362 | } |
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| 363 | |
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| 364 | this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5); |
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| 365 | |
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| 366 | this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); |
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| 367 | this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5); |
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| 368 | |
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| 369 | this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); |
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| 370 | this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5); |
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| 371 | } |
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| 372 | break; |
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| 373 | |
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| 374 | case Playable::Horizontal: |
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| 375 | { |
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| 376 | accel.y = 0.0; |
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| 377 | Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); |
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| 378 | accelerationDir.y = 0.0; |
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| 379 | |
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| 380 | // this is the air friction (necessary for a smooth control) |
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| 381 | Vector damping = (this->velocity * this->airFriction); |
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| 382 | |
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| 383 | |
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| 384 | this->velocity += (accelerationDir - damping)* dt; |
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| 385 | this->shiftCoor (this->velocity * dt); |
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| 386 | |
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| 387 | // limit the maximum rotation speed. |
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| 388 | if (this->rotation != 0.0f) |
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| 389 | { |
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| 390 | float maxRot = 10.0 * dt; |
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| 391 | if (unlikely(this->rotation > maxRot)) this->rotation = maxRot; |
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| 392 | if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot; |
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| 393 | this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0)); |
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| 394 | |
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| 395 | this->rotation = 0.0f; |
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| 396 | } |
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| 397 | |
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| 398 | this->setRelDirSoft(this->direction, 5); |
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| 399 | |
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| 400 | this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); |
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| 401 | this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation, Vector(0,0,1)), 5); |
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| 402 | |
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| 403 | this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); |
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| 404 | this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation, Vector(0,0,1)), 5); |
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| 405 | } |
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| 406 | break; |
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| 407 | |
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| 408 | case Playable::Vertical: |
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| 409 | { |
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| 410 | accel.z = 0; |
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| 411 | Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); |
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| 412 | accelerationDir.z=0; |
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| 413 | |
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| 414 | // this is the air friction (necessary for a smooth control) |
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| 415 | Vector damping = (this->velocity * this->airFriction); |
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| 416 | |
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| 417 | this->velocity += (accelerationDir - damping)* dt; |
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| 418 | this->shiftCoor (this->velocity * dt); |
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| 419 | |
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| 420 | this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5); |
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| 421 | |
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| 422 | this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); |
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| 423 | this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5); |
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| 424 | |
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| 425 | this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5); |
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| 426 | this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5); |
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| 427 | } |
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| 428 | break; |
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| 429 | default: |
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| 430 | PRINTF(2)("Playmode %s Not Implemented\n", Playable::playmodeToString(this->getPlaymode()).c_str()); |
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| 431 | } |
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| 432 | } |
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| 433 | |
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| 434 | |
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| 435 | void TurbineHover::draw() const |
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| 436 | { |
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| 437 | Vector tmpRot; |
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| 438 | WorldEntity::draw(); |
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| 439 | |
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| 440 | glPushMatrix(); |
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| 441 | /// LEFT SIDE |
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| 442 | glTranslatef (this->wingNodeLeft.getAbsCoor ().x, |
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| 443 | this->wingNodeLeft.getAbsCoor ().y, |
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| 444 | this->wingNodeLeft.getAbsCoor ().z); |
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| 445 | tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis(); |
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| 446 | glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 447 | this->getModel(3)->draw(); |
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| 448 | glPopMatrix (); |
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| 449 | |
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| 450 | glPushMatrix(); |
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| 451 | glTranslatef (this->rotorNodeLeft.getAbsCoor ().x, |
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| 452 | this->rotorNodeLeft.getAbsCoor ().y, |
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| 453 | this->rotorNodeLeft.getAbsCoor ().z); |
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| 454 | tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis(); |
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| 455 | glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 456 | this->getModel(4)->draw(); |
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| 457 | glRotatef(this->rotorCycle, 0,1,0); |
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| 458 | this->getModel(5)->draw(); |
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| 459 | glPopMatrix (); |
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| 460 | |
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| 461 | /// RIGHT SIDE |
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| 462 | glPushMatrix(); |
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| 463 | glTranslatef (this->wingNodeRight.getAbsCoor ().x, |
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| 464 | this->wingNodeRight.getAbsCoor ().y, |
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| 465 | this->wingNodeRight.getAbsCoor ().z); |
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| 466 | tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis(); |
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| 467 | glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 468 | glScalef(1,1,-1); |
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| 469 | this->getModel(3)->draw(); |
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| 470 | glPopMatrix (); |
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| 471 | |
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| 472 | glPushMatrix(); |
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| 473 | glTranslatef (this->rotorNodeRight.getAbsCoor ().x, |
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| 474 | this->rotorNodeRight.getAbsCoor ().y, |
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| 475 | this->rotorNodeRight.getAbsCoor ().z); |
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| 476 | tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis(); |
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| 477 | glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 478 | glScalef(1,1,-1); |
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| 479 | this->getModel(4)->draw(); |
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| 480 | glRotatef(this->rotorCycle, 0,1,0); |
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| 481 | this->getModel(5)->draw(); |
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| 482 | glPopMatrix (); |
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| 483 | } |
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| 484 | |
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| 485 | /** |
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| 486 | * @todo switch statement ?? |
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| 487 | */ |
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| 488 | void TurbineHover::process(const Event &event) |
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| 489 | { |
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| 490 | Playable::process(event); |
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| 491 | |
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| 492 | if( event.type == KeyMapper::PEV_LEFT) |
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| 493 | this->bLeft = event.bPressed; |
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| 494 | else if( event.type == KeyMapper::PEV_RIGHT) |
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| 495 | this->bRight = event.bPressed; |
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| 496 | else if( event.type == KeyMapper::PEV_UP) |
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| 497 | this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 498 | else if( event.type == KeyMapper::PEV_DOWN) |
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| 499 | this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 500 | else if( event.type == KeyMapper::PEV_FORWARD) |
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| 501 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 502 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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| 503 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 504 | else if( event.type == EV_MOUSE_MOTION) |
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| 505 | { |
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| 506 | float xMouse, yMouse; |
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| 507 | xMouse = event.xRel*mouseSensitivity; |
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| 508 | yMouse = event.yRel*mouseSensitivity; |
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| 509 | |
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| 510 | // rotate the Player around the y-axis |
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| 511 | this->rotation += xMouse; |
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| 512 | |
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| 513 | this->cameraLook += yMouse; |
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| 514 | // rotate the Camera around the z-axis |
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| 515 | if (cameraLook > M_PI_4) |
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| 516 | cameraLook = M_PI_4; |
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| 517 | else if (cameraLook < -M_PI_4) |
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| 518 | cameraLook = -M_PI_4; |
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| 519 | //this->cameraNode.setRelDirSoft(this->direction,10); |
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| 520 | } |
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| 521 | } |
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