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source: code/archive/Boss_FS17/src/orxonox/worldentities/pawns/SpaceShip.h @ 12138

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _SpaceShip_H__
30#define _SpaceShip_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <string>
35#include <LinearMath/btVector3.h>
36
37#include "tools/Timer.h"
38#include "util/Math.h"
39#include "util/OrxAssert.h"
40
41#include "Pawn.h"
42
43namespace orxonox
44{
45
46    /**
47    @brief
48        The SpaceShip is the principal entity through which the player interacts with the game. Its main function is to fly, however many things, such as @ref orxonox::Engine Engines or @ref orxonox::Weapon Weapons, can be attached to it.
49        The feature that you can add @ref orxonox::Engine Engines is new in this class. However adding @ref orxonox::Weapon Weapons is possible because every Spaceship is a Pawn (due to inheritance) and every Pawn can carry @ref orxonox::Weapon Weapons.
50
51        There are several parameters that define the behavior of the SpaceShip>
52        - The <b>rotationThrust</b>, specifies the force with which the SpaceShip rotates.
53        - The <b>boost</b>, there are quite some parameters pertaining to boosting. The boost is a special move of the SpaceShip, where, for a limited amount of time, it can fly considerably faster than usual. The <b>boostPower</b> is the amount of power available for boosting. The <b>boostPowerRate</b> is the rate at which the boost power is replenished. The <b>boostRate</b> is the rate at which boosting uses power. And the <b>boostCooldownDuration</b> is the time the SpaceShip cannot boost, once all the boost power has been used up. Naturally all of these parameters must be non-negative.
54        - The <b>boost shaking</b>, when the SpaceShip boosts, the camera shakes to create a more immersive effect. Two parameters can be used to adjust the effect. The <b>shakeFrequency</b> is the frequency with which the camera shakes. And the <b>shakeAmplitude</b> is the amount with which the camera shakes. Again these parameters must bee non-negative.
55        - The <b>lift</b> creates a more natural flight feeling through the addition of a lift force. There are again two parameters that can be specified. The <b>lift</b> which is the lift force that is applied. And the <b>stallSpeed</b> which is the forward speed after which no more lift is generated.
56
57        A spaceship always needs to have the collision type "dynamic". Other collision types are illegal.
58
59        As mentioned @ref orxonox::Engine Engines can be mounted on the SpaceShip. Here is a (primitive) example of a SpaceShip defined in XML:
60        @code
61        <SpaceShip
62            rotationThrust    = 50
63
64            lift = 1;
65            stallSpeed = 220;
66
67            boostPower            = 15
68            boostPowerRate        = 1
69            boostRate             = 5
70            boostCooldownDuration = 10
71
72            shakeFrequency = 15
73            shakeAmplitude = 9
74
75            collisionType     = "dynamic"
76            mass              = 100
77            linearDamping     = 0.7
78            angularDamping    = 0.9999999
79            >
80                <engines>
81                    <Engine />
82                    <Engine />
83                </engines>
84            </SpaceShip>
85        @endcode
86
87    @author
88        Fabian 'x3n' Landau
89    */
90    class _OrxonoxExport SpaceShip : public Pawn
91    {
92        public:
93            SpaceShip(Context* context);
94            virtual ~SpaceShip();
95
96            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
97            virtual void tick(float dt);
98            void setConfigValues();
99
100            /**
101            @brief Move forward or backward,
102            @param value A vector whose first component specifies the amount of movement. Positive means forward, negative means backward.
103            */
104            virtual void moveFrontBack(const Vector2& value)
105                { this->steering_.z -= value.x; }
106            /**
107            @brief Move right or left.
108            @param value A vector whose first component specifies the amount of movement. Positive means right, negative means left.
109            */
110            virtual void moveRightLeft(const Vector2& value)
111                { this->steering_.x += value.x; }
112            /**
113            @brief Move up or down.
114            @param value A vector whose first component specifies the amount of movement. Positive means up, negative means down.
115            */
116            virtual void moveUpDown(const Vector2& value)
117                { this->steering_.y += value.x; }
118
119            virtual void rotateYaw(const Vector2& value); // Rotate in yaw direction.
120            virtual void rotatePitch(const Vector2& value); // Rotate in pitch direction.
121            virtual void rotateRoll(const Vector2& value); // Rotate in roll direction.
122
123            virtual void fire();
124            virtual void boost(bool bBoost); // Starts or stops boosting.
125
126            void addEngine(Engine* engine); // Add an Engine to the SpaceShip.
127            bool hasEngine(Engine* engine) const; // Check whether the SpaceShip has a particular Engine.
128            Engine* getEngine(unsigned int i); // Get the i-th Engine of the SpaceShip.
129            Engine* getEngineByName(const std::string& name);
130            /**
131            @brief Get the list of all Engines that are mounted on the SpaceShip.
132            @return Returns a vector of all Engines of the SpaceShip.
133            */
134            inline const std::vector<Engine*>& getEngineList() const
135                { return this->engineList_; }
136            void removeEngine(Engine* engine); // Remove and destroy all Engines of the SpaceShip.
137            void removeAllEngines(); // Remove a particular Engine from the SpaceShip.
138
139            void addSpeedFactor(float factor); // Add to the speed factor for all engines of the SpaceShip.
140            void addSpeed(float speed); // Add to the speed of all engines of the SpaceShip.
141            float getSpeedFactor() const; // Get the mean speed factor over all engines of the SpaceShip.
142   
143            float getMaxSpeedFront() const; // Get the largest maximal forward speed over all engines of the SpaceShip.
144            float getBoostFactor() const; // Get the mean boost factor over all engines of the SpaceShip.
145
146            /**
147            @brief Set the steering direction of the SpaceShip.
148                   This is set through the user input.
149            @param direction The direction the SpaceShip should steer in.
150            */
151            inline void setSteeringDirection(const Vector3& direction)
152                { this->steering_ = direction; }
153            /**
154            @brief Get the steering direction of the SpaceShip.
155            @return Returns the steering direction of the SpaceShip. The length of the vector is the amount of steering needed.
156            */
157            inline const Vector3& getSteeringDirection() const
158                { return this->steering_; }
159
160            /**
161            @brief Check whether the SpaceShip is currently boosting.
162            @return Returns true if the SpaceShip is boosting, false if not.
163            */
164            inline bool isBoosting() const
165                { return this->bBoost_; }
166            /**
167            @brief Check whether the SpaceShip boost is cooling down.
168            @return Returns true if the SpaceShip is cooling down from boosting.
169            */
170            inline bool isBoostCoolingDown() const
171                { return bBoostCooldown_; }
172
173            /**
174            @brief Set the initial power available for boosting to the input value.
175                   The current boost power is set to the input value as well.
176            @param power The initial boost power. Must be non-negative.
177            */
178            inline void setInitialBoostPower(float power)
179                { OrxAssert(power >= 0.0f, "The boost power must be non-negative."); this->initialBoostPower_ = power; this->boostPower_ = power; }
180            /**
181            @brief Set the rate, at which boost power is recharged, to the input value.
182            @param rate The boost power rate in units per second. Must be non-negative.
183            */
184            inline void setBoostPowerRate(float rate)
185                { OrxAssert(rate >= 0.0f, "The boost power rate must be non-negative."); this->boostPowerRate_ = rate; }
186            /**
187            @brief Set the rate, at which boost power us used up, to the input value.
188            @param rate The boost rate in units per second. Must be non-negative.
189            */
190            inline void setBoostRate(float rate)
191                { OrxAssert(rate >= 0.0f, "The boost rate must be non-negative."); this->boostRate_ = rate; }
192            /**
193            @brief Set the duration for which boosting, if in cooldown, is not possible.
194                   Cooldown is reached if all boost power is depleted.
195            @param duration The cooldown duration in seconds. Must be non-negative.
196            */
197            inline void setBoostCooldownDuration(float duration)
198                { OrxAssert(duration >= 0.0f, "The boost cooldown duration must be non-negative."); this->boostCooldownDuration_ = duration; }
199            /**
200            @brief Set the frequency with which the camera shakes during boosting.
201            @param frequency The frequency in times per second. Must be non-negative.
202            */
203            inline void setShakeFrequency(float frequency)
204                { OrxAssert(frequency >= 0.0f, "The shake frequency must be non-negative."); this->shakeFrequency_ = frequency; }
205            /**
206            @brief Set the amplitude with which the camera shakes during boosting.
207            @param amplitude The amplitude. Must be non-negative.
208            */
209            inline void setShakeAmplitude(float amplitude)
210                { OrxAssert(amplitude >= 0.0f, "The shake amplitude must be non-negative."); this->shakeAmplitude_ = amplitude; }
211
212            /**
213            @brief Get the initial boost power. Is non-negative.
214            @return Returns the initial boost power.
215            */
216            inline float getInitialBoostPower() const
217                { return this->initialBoostPower_; }
218            /**
219            @brief Get the current boost power. Is non-negative.
220            @return Returns the current boost power.
221            */
222            inline float getBoostPower() const
223                { return this->boostPower_; }
224            /**
225            @brief Get the boost power rate.
226            @return Returns the boost power rate in units per second. Is non-negative.
227            */
228            inline float getBoostPowerRate() const
229                { return this->boostPowerRate_; }
230            /**
231            @brief Get the boost rate.
232            @return Returns the boost rate in units per second. Is non-negative.
233            */
234            inline float getBoostRate() const
235                { return this->boostRate_; }
236            /**
237            @brief Get the cooldown duration.
238            @return Returns the cooldown duration in seconds. Is non-negative.
239            */
240            inline float getBoostCooldownDuration() const
241                { return this->boostCooldownDuration_; }
242            /**
243            @brief Get the shake frequency.
244            @return Returns the shake frequency in times per seconds. Is non-negative.
245            */
246            inline float getShakeFrequency() const
247                { return this->shakeFrequency_; }
248            /**
249            @brief Get the shake amplitude.
250            @return Returns the shake amplitude. Is non-negative.
251            */
252            inline float getShakeAmplitude() const
253                { return this->shakeAmplitude_; }
254            /**
255            @brief Add boost power. Is non-negative.
256            @return Returns the current boost power.
257            */
258            void gainBoostPower(float gainedBoostPower);
259
260        protected:
261            bool bInvertYAxis_;
262
263            Vector3 steering_; //!< The direction and magnitude of the steering action given through user input.
264
265            float rotationThrust_;               //!< Force with which the SpaceShip rotates.
266            btVector3 localAngularAcceleration_; //!< The acceleration that accounts for angular movement and is used internally.
267
268            bool bBoost_;                 //!< Whether the SpaceShip is currently boosting.
269            bool bBoostCooldown_;         //!< Whether the SpaceShip is currently in boost cooldown, during which boosting is impossible.
270            float initialBoostPower_;     //!< The initial (and maximal) boost power.
271            float boostPower_;            //!< The current boost power. If the boost power is reduced to zero the boost cooldown will start.
272            float boostPowerRate_;        //!< The rate at which the boost power is recharged.
273            float boostRate_;             //!< The rate at which boost power is used up.
274            float boostCooldownDuration_; //!< The duration for which boost cooldown is in effect.
275            float shakeFrequency_;        //!< The frequency of the shaking of the camera due to boosting.
276            float shakeAmplitude_;        //!< The amplitude of the shaking of the camera due to boosting.
277
278            float lift_;       //!< The amount of lift that is added.
279            float stallSpeed_; //!< The forward speed where no more lift is added.
280
281        private:
282            void registerVariables();
283            virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const;
284
285            void changedEnableMotionBlur(); // Is called when the enableMotionBlur config value has changed.
286            /**
287            @brief Callback function. Is called when the boost has cooled down.
288            */
289            void boostCooledDown(void)
290                { this->bBoostCooldown_ = false; }
291
292            void shakeCamera(float dt); // Shake the camera for a given time interval.
293            void backupCamera(); // Save the original position and orientation of the camera.
294            void resetCamera(); // Reset the camera to its original position.
295
296            std::vector<Engine*> engineList_; //!< The list of all Engines mounted on this SpaceShip.
297
298            Timer timer_;                          //!< Timer for the cooldown of the boost.
299            float shakeDt_;                        //!< Temporary variable for the shaking of the camera.
300            Vector3 cameraOriginalPosition_;       //!< The original position of the camera before shaking it.
301            Quaternion cameraOriginalOrientation_; //!< The original orientation of the camera before shaking it.
302
303            Shader* boostBlur_;      //!< A radial blur shader, applied when boosting according to the amount of boosting.
304            float blurStrength_;     //!< The strength of the applied blur.
305            bool bEnableMotionBlur_; //!< Whether motion blur is enabled or not.
306       
307    };
308}
309
310#endif /* _SpaceShip_H__ */
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