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source: code/archive/Presentation_FS16/src/orxonox/controllers/ScriptController.cc

Last change on this file was 11207, checked in by fvultier, 8 years ago

merged scriptable controller

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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 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
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=y, 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  * "rotate round X crd"| rotX         | anchor coordinate    | angle(rad)|    -    |                      |          |          | Duration
41  * "Idle (Do nothing)" | idle         | Duration
42  */
43
44#include "ScriptController.h"
45#include "infos/PlayerInfo.h"
46#include "core/CoreIncludes.h"
47#include "worldentities/ControllableEntity.h"
48#include "core/LuaState.h"
49#include "util/Math.h"
50
51namespace orxonox
52{
53    RegisterClass(ScriptController);
54
55    ScriptController::ScriptController(Context* context) : ArtificialController(context)
56    {
57        RegisterObject(ScriptController);
58
59        /* By default, this controller has ID 0, which means it is not assigned
60         * to anything yet.
61         */
62        this->ctrlid_ = 0;
63
64        /* Set default values for all variables */
65        /* - pointers to zero */
66        this->player_ = nullptr;
67        this->entity_ = nullptr;
68
69        /* - times */
70        this->scTime = 0.0f;
71        this->eventTime = 0.0f;
72
73        /* - Points in space */
74        this->startpos = Vector3(0,0,0);
75        //this->lookAtPosition = Vector3(0,0,0);
76
77        /* - Processing flag */
78        this->processing = false;
79
80        /* - Counters */
81        this->eventno = 0;
82
83        /* - First "previous event" scheduled at t=0 */
84        /* - Needed for automatically updating event times */
85        this->prevEventTime = 0;
86    }
87
88    void ScriptController::takeControl(int ctrlid)
89    {
90        /* Output some debugging information */
91        orxout(verbose) << "ScriptController: Taking control" << endl;
92        orxout(verbose) << "This-pointer: " << this << endl; 
93
94        /* Set the controller ID (the argument here should be nonzero) */
95        this->ctrlid_ = ctrlid;
96
97        /* Store the entity pointer in a private variable */
98        this->entity_ = this->player_->getControllableEntity();
99        assert(this->entity_);
100         
101        /* Add the controller here to this entity. Apparently this still leaves
102         * any preexisting human controllers in place.
103         */
104        this->entity_->setDestroyWhenPlayerLeft(false);
105        this->player_->stopTemporaryControl();
106        this->entity_->setController(this);
107        this->setControllableEntity(this->entity_);
108        //this->entity_->mouseLook();
109        //this->entity_->setVisible(false);
110       
111        // TODO take the human Controllers control  dont forget to give it back in the destructor
112    }
113
114    const Vector3& ScriptController::getPosition()
115    {
116      return this->entity_->getPosition();
117    }
118
119    ScriptController* ScriptController::getScriptController()
120    {
121      /* Output a message that confirms this function was called */
122      orxout(verbose) << "Great success!" << std::endl;
123
124      /* Debugging: print all the scriptcontroller object pointers */
125      for(ScriptController* controller : ObjectList<ScriptController>())
126      { orxout(verbose) << "Have object in list: " << controller << endl; }
127
128      /* Find the first one with a nonzero ID */
129      for(ScriptController* controller : ObjectList<ScriptController>())
130      { 
131        // TODO: do some selection here. Currently just returns the first one
132        if( controller->getID() > 0 )
133        { orxout(verbose) << "Controller to return: " << controller << endl;
134          return controller;
135        }
136     
137      }
138      return nullptr;
139    }
140
141    void ScriptController::execute(event ev)
142    {
143        /* Debugging output */
144        //orxout() << "Executing event " << ev.fctName
145          //<< " with parameters:\n "
146          //<< ev.x1 << " " << ev.y1 << " " << ev.z1 << "\n"
147          //<< ev.x2 << " " << ev.y2 << " " << ev.z2 << "\n"
148          //<< ev.duration << endl;
149
150        /* Event is starting, hence set the time to 0 */
151        this->eventTime = 0.0f;
152        this->processing = true;
153
154        /* Copy the event into the currentEvent holder */
155        this->currentEvent = ev;
156
157        /* Store starting position */
158        this->startpos = this->entity_->getPosition();
159    }
160
161
162    void ScriptController::tick(float dt)
163    {
164        /* Call the tick function of the classes we derive from */
165        SUPER(ScriptController, tick, dt);
166
167        /* If this controller has no entity entry, do nothing */
168        if( !(this->entity_) ) return;
169
170        /* See if time has come for the next event to be run */
171        if(this->eventList.size() > 0 && this->eventList[0].eventTime <= scTime)
172        { /* Execute the next event on the list */
173          this->execute(this->eventList[0]);
174          this->eventList.erase(this->eventList.begin());
175          this->eventno -= 1;
176        }
177
178        /* Update the local timers in this object */
179        scTime += dt; eventTime += dt;
180
181        /* If we've arrived at the target, stop processing */
182        if( eventTime > currentEvent.duration && this->processing == true)
183        { this->processing = false;
184
185          /* If we reached the last event, also reenable the normal movement
186           * and make the model visible again
187           */
188          if( this->eventno == 0 )
189          {
190            this->entity_->mouseLook();
191            this->entity_->setVisible(true);
192          }
193        }
194
195        /* Get a variable that specifies how far along the trajectory
196         * we are currently.
197         */
198        float dl = eventTime / currentEvent.duration; 
199
200        /* Depending on command */
201        /* Do some moving */
202        if( this->processing )
203        {
204          // Abbreviation for "spiral" (rotation + translation)
205          if (this->currentEvent.fctName == "spi") 
206          {
207              spi(dl); // call the external function
208          }
209
210          // Abbreviation for "rotate and look"
211          else if (this->currentEvent.fctName == "ral")
212          { 
213              ral(dl); 
214          }
215          else if( this->currentEvent.fctName == "mal" )
216          {
217              mal(dl);
218          }
219          else if( this->currentEvent.fctName == "chl" )
220          {
221              chl(dl);
222          }
223
224
225          /* Force mouse look */
226          if( this->entity_->isInMouseLook() == false )
227            this->entity_->mouseLook();
228        }
229    }
230
231    void ScriptController::eventScheduler(std::string instruction, 
232      float x1, float y1, float z1, 
233      float x2, float y2, float z2, 
234      float duration, float executionTime)
235    {
236      /* put data (from LUA) into time-sorted eventList*/ 
237      /* Nimmt den befehl und die argumente aus luascript und ertellt einen
238       * struct pro event, diese structs werden sortiert nach eventTime
239       */
240      struct event tmp;
241
242      /* Fill the structure with all the provided information */
243      tmp.fctName = instruction;
244
245      //tmp.x1 = x1; tmp.y1 = y1; tmp.z1 = z1;
246      //tmp.x2 = x2; tmp.y2 = y2; tmp.z2 = z2;
247      tmp.v1 = Vector3(x1,y1,z1);
248      tmp.v2 = Vector3(x2,y2,z2);
249
250      // the parameters are not required to be vector coordinates!
251      // for convenience they are however stored twice if they have some kind of different meaning
252      tmp.a = x1;
253      tmp.b = y1;
254      tmp.c = z1;
255      tmp.d = x2;
256      tmp.e = y2;
257      tmp.f = z2;
258
259      tmp.duration = duration;
260
261      /* This is kind of a hack. If we hit the function idle all we want to do is
262         advance event execution time, not schedule anything */
263      if (instruction == "idle") {
264        tmp.eventTime = this->prevEventTime;
265        this->prevEventTime += x1;
266        return;
267      } else {
268        tmp.eventTime = this->prevEventTime;
269        this->prevEventTime += duration;
270      }
271
272      /* Add the created event to the event list */
273      if(eventList.size()==0)
274      { /* The list is still empty, just add it */
275        orxout(verbose) << "eventList empty (01)" << endl;
276        eventList.insert(eventList.begin(), tmp);
277        this->eventno += 1;
278        return; /* Nothing more to do, the event was added */
279      }
280
281      /* Event was not added yet since the list was not empty. Walk through
282       * the list of events and add it so that the events are correctly in
283       * order.
284       */
285      for (std::vector<event>::iterator it=eventList.begin(); it<eventList.end(); it++)
286      { if(tmp.eventTime < it->eventTime)
287        { eventList.insert(it,tmp);
288          this->eventno += 1;
289          //orxout()<<"new event added"<<endl;
290          return;
291        }
292      }
293
294      /* If the event was still not added here, it belongs in the end of the list */
295      eventList.insert(eventList.end(), tmp);
296      this->eventno += 1;
297
298    }
299
300    // Event Functions
301
302    void ScriptController::spi(float dl) 
303    {
304   
305                // Need to know a perpendicular basis to the translation vector:
306            // Given (a, b, c) we chose (b, -a, 0)norm and (0, c, -b)norm
307            // Currently we set a fix rotational radius of 400
308            // TODO: Add an option to adjust radius of spiral movement
309            Vector3 direction = this->currentEvent.v1 - startpos;
310
311            Vector3* ortho1 = new Vector3(direction.y, -direction.x, 0);
312            float absOrtho1 = sqrt(direction.y * direction.y + direction.x * direction.x);
313            *ortho1 = 400 * cos(2 * math::pi * dl) * (*ortho1)/absOrtho1;
314
315            Vector3* ortho2 = new Vector3(0, direction.z, -direction.y);
316            float absOrtho2 = sqrt(direction.y * direction.y + direction.z * direction.z);
317            *ortho2 = 400 * sin(2 * math::pi * dl) * (*ortho2)/absOrtho2;
318
319            this->entity_->setPosition( (1-dl)*startpos + dl * this->currentEvent.v1 + *ortho1 + *ortho2);
320
321            delete ortho1;
322            delete ortho2;
323
324    }
325
326    void ScriptController::ral(float dl)
327    {
328            // Specify the axis
329            Vector3 a;
330              switch ((int) currentEvent.d) {
331                case 3:
332                  a = Vector3(this->currentEvent.v1.x + this->currentEvent.e*cos(2*math::pi*dl),
333                                  this->currentEvent.v1.y + this->currentEvent.e*sin(2*math::pi*dl),
334                                  this->currentEvent.v1.z);
335                break;
336                case 2:
337                  a = Vector3(this->currentEvent.v1.x + this->currentEvent.e*sin(2*math::pi*dl),
338                                  this->currentEvent.v1.y,
339                                  this->currentEvent.v1.z + this->currentEvent.e*cos(2*math::pi*dl));
340                break;
341                case 1:
342                  a = Vector3(this->currentEvent.v1.x,
343                                  this->currentEvent.v1.y + this->currentEvent.e*sin(2*math::pi*dl),
344                                  this->currentEvent.v1.z + this->currentEvent.e*cos(2*math::pi*dl));
345                break;
346              }
347
348            this->entity_->setPosition(a);
349
350            /* Look at the specified position */
351            this->entity_->lookAt(this->currentEvent.v1);
352     
353    }
354
355    void ScriptController::mal(float dl)
356    {
357            /* Set the position to the correct place in the trajectory */
358            this->entity_->setPosition( (1-dl)*startpos + dl * this->currentEvent.v1);
359
360            /* Look at the specified position */
361            this->entity_->lookAt(this->currentEvent.v2);
362
363    }
364
365    void ScriptController::chl(float dl)
366    {
367            /* Sweep the look from v1 to v2 */
368            this->entity_->lookAt( (1-dl)*this->currentEvent.v1 + 
369              dl * this->currentEvent.v2 );
370
371    }
372
373    void ScriptController::rotX(float dl)
374    {
375
376
377    }
378}
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