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Ignore:
Timestamp:
Oct 4, 2015, 3:45:56 PM (9 years ago)
Author:
landauf
Message:

merged branch presentationFS15merge back to trunk

Location:
code/trunk
Files:
2 edited

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  • code/trunk

  • code/trunk/src/orxonox/controllers/ScriptController.cc

    r10262 r10622  
    2121 *
    2222 *   Author:
    23  *      Fabian 'x3n' Landau
     23 *      ...
    2424 *   Co-authors:
    2525 *      ...
    2626 *
    2727 */
     28
     29 /*
     30  * Currently available lua commands:
     31  *
     32  * IMPORTANT: ALL COMMANDS DO REQUIRE 7 PARAMETERS TO BE PROVIDED. FILL UP WITH ZEROES IN UNIMPORTANT PLACES.
     33  *
     34  * Command             | Abbreviation | Parameter 1          | '' 2     | '' 3    | '' 4                 | '' 5     | '' 6     | '' 7
     35  *
     36  * "Move And Look"     | mal          | GoTo X Coordinate    | '' Y ''  | '' Z '' | LookAt X Coordinate  |  '' Y '' |  '' Y '' | Duration
     37  * "Rotate And Look"   | ral          | GoTo X Coordinate    | '' Y ''  | '' Z '' | Axis (1=x, 2=z, 3=z) |     -    |     -    | Duration
     38  * "Spiral"            | spi          | GoTo X Coordinate    | '' Y ''  | '' Z '' |          -           |     -    |     -    | Duration
     39  * "Transition Look"   | chl          | From X Coordinate    | '' Y ''  | '' Z '' | To X Coordinate      |  '' Y '' |  '' Y '' | Duration
     40  * "Idle (Do nothing)" | idle         | Duration
     41  */
    2842
    2943#include "ScriptController.h"
     
    3246#include "worldentities/ControllableEntity.h"
    3347#include "core/LuaState.h"
    34 #include <cmath>
     48#include "core/LuaState.h"
     49#include "util/Math.h"
    3550
    3651namespace orxonox
     
    6681        this->eventno = 0;
    6782
     83        /* - First "previous event" scheduled at t=0 */
     84        /* - Needed for automatically updating event times */
     85        this->prevEventTime = 0;
    6886    }
    6987
     
    178196
    179197        /* Get a variable that specifies how far along the trajectory
    180          * we are
     198         * we are currently.
    181199         */
    182200        float dl = eventTime / currentEvent.duration;
    183201
    184         /* Depending */
     202        /* Depending on command */
    185203        /* Do some moving */
    186204        if( this->processing )
    187         {
    188           if( this->currentEvent.fctName == "mal" )
     205        {
     206          // Abbreviation for "spiral" (rotation + translation)
     207          if (this->currentEvent.fctName == "spi") {
     208
     209            // Need to know a perpendicular basis to the translation vector:
     210            // Given (a, b, c) we chose (b, -a, 0)norm and (0, c, -b)norm
     211            // Currently we set a fix rotational radius of 400
     212            // TODO: Add an option to adjust radius of spiral movement
     213            Vector3 direction = this->currentEvent.v1 - startpos;
     214
     215            Vector3* ortho1 = new Vector3(direction.y, -direction.x, 0);
     216            float absOrtho1 = sqrt(direction.y * direction.y + direction.x * direction.x);
     217            *ortho1 = 400 * cos(2 * math::pi * dl) * (*ortho1)/absOrtho1;
     218
     219            Vector3* ortho2 = new Vector3(0, direction.z, -direction.y);
     220            float absOrtho2 = sqrt(direction.y * direction.y + direction.z * direction.z);
     221            *ortho2 = 400 * sin(2 * math::pi * dl) * (*ortho2)/absOrtho2;
     222
     223            this->entity_->setPosition( (1-dl)*startpos + dl * this->currentEvent.v1 + *ortho1 + *ortho2);
     224
     225            delete ortho1;
     226            delete ortho2;
     227          }
     228
     229          // Abbreviation for "rotate and look"
     230          if (this->currentEvent.fctName == "ral")
     231          {
     232            // Specify the axis
     233            Vector3* a;
     234              switch ((int) currentEvent.d) {
     235                case 3:
     236                  a = new Vector3(this->currentEvent.v1.x + this->currentEvent.e*cos(2*math::pi*dl),
     237                                  this->currentEvent.v1.y + this->currentEvent.e*sin(2*math::pi*dl),
     238                                  this->currentEvent.v1.z);
     239                break;
     240                case 2:
     241                  a = new Vector3(this->currentEvent.v1.x + this->currentEvent.e*sin(2*math::pi*dl),
     242                                  this->currentEvent.v1.y,
     243                                  this->currentEvent.v1.z + this->currentEvent.e*cos(2*math::pi*dl));
     244                break;
     245                case 1:
     246                  a = new Vector3(this->currentEvent.v1.x,
     247                                  this->currentEvent.v1.y + this->currentEvent.e*sin(2*math::pi*dl),
     248                                  this->currentEvent.v1.z + this->currentEvent.e*cos(2*math::pi*dl));
     249                break;
     250              }
     251
     252            this->entity_->setPosition(*a);
     253
     254            /* Look at the specified position */
     255            this->entity_->lookAt(this->currentEvent.v1);
     256          }
     257          else if( this->currentEvent.fctName == "mal" )
    189258          {
    190259            /* Set the position to the correct place in the trajectory */
     
    193262            /* Look at the specified position */
    194263            this->entity_->lookAt(this->currentEvent.v2);
    195 
    196             /* Update look at position */
    197             //this->lookAtPosition = this->currentEvent.v2;
    198264          }
    199265          else if( this->currentEvent.fctName == "chl" )
     
    224290      /* Fill the structure with all the provided information */
    225291      tmp.fctName = instruction;
     292
    226293      //tmp.x1 = x1; tmp.y1 = y1; tmp.z1 = z1;
    227294      //tmp.x2 = x2; tmp.y2 = y2; tmp.z2 = z2;
    228295      tmp.v1 = Vector3(x1,y1,z1);
    229296      tmp.v2 = Vector3(x2,y2,z2);
     297
     298      // the parameters are not required to be vector coordinates!
     299      // for convenience they are however stored twice if they have some kind of different meaning
     300      tmp.a = x1;
     301      tmp.b = y1;
     302      tmp.c = z1;
     303      tmp.d = x2;
     304      tmp.e = y2;
     305      tmp.f = z2;
     306
    230307      tmp.duration = duration;
    231       tmp.eventTime = executionTime;
    232 
    233       orxout(verbose) << tmp.fctName << endl;
     308
     309      /* This is kind of a hack. If we hit the function idle all we want to do is
     310         advance event execution time, not schedule anything */
     311      if (instruction == "idle") {
     312        tmp.eventTime = this->prevEventTime;
     313        this->prevEventTime += x1;
     314        return;
     315      } else {
     316        tmp.eventTime = this->prevEventTime;
     317        this->prevEventTime += duration;
     318      }
    234319
    235320      /* Add the created event to the event list */
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