[12281] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file ParticleProjectile.h |
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| 31 | @brief Implementation of the ParticleProjectile class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "BallProjectile.h" |
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| 35 | |
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| 36 | #include <OgreParticleEmitter.h> |
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| 37 | #include "core/CoreIncludes.h" |
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| 38 | #include "tools/ParticleInterface.h" |
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| 39 | #include "Scene.h" |
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| 40 | #include "core/command/Executor.h" |
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| 41 | #include "util/Convert.h" |
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[12310] | 42 | #include <bullet/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> |
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| 43 | #include <bullet/LinearMath/btVector3.h> |
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[12281] | 44 | |
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| 45 | namespace orxonox |
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| 46 | { |
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| 47 | RegisterClass(BallProjectile); |
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| 48 | |
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| 49 | BallProjectile::BallProjectile(Context* context) : BillboardProjectile(context) |
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| 50 | { |
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| 51 | RegisterObject(BallProjectile); |
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| 52 | this->textureIndex_ = 1; |
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| 53 | this->setMass(0.1f); |
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| 54 | this->maxTextureIndex_ = 8; |
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| 55 | this->setDestroyAfterCollision(false); //I want the ball to bounce, not to be destroyed |
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| 56 | |
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| 57 | //setEffect("Orxonox/sparks2"); |
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| 58 | } |
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| 59 | |
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| 60 | void BallProjectile::registerVariables() |
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| 61 | { |
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[12310] | 62 | registerVariable( this->fieldWidth_ ); |
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| 63 | registerVariable( this->fieldHeight_ ); |
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[12281] | 64 | registerVariable(this->materialBase_); |
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[12310] | 65 | registerVariable( this->speed_ ); |
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[12281] | 66 | } |
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| 67 | |
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| 68 | /** |
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| 69 | @brief |
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| 70 | Set the material. |
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| 71 | @param material |
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| 72 | The name of the material. Material names with 1 to 8 appended must exist. |
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| 73 | */ |
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| 74 | void BallProjectile::setMaterial(const std::string& material) |
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| 75 | { |
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| 76 | this->materialBase_ = material; |
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| 77 | |
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| 78 | BillboardProjectile::setMaterial(material + multi_cast<std::string>(this->textureIndex_)); |
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| 79 | } |
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| 80 | |
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| 81 | /** |
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| 82 | @brief |
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| 83 | Change the texture. |
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| 84 | */ |
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| 85 | void BallProjectile::changeTexture() |
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| 86 | { |
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| 87 | this->textureIndex_++; |
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| 88 | if (this->textureIndex_ > this->maxTextureIndex_) |
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| 89 | this->textureIndex_ = 1; |
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| 90 | |
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| 91 | this->setMaterial(this->materialBase_); |
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| 92 | } |
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| 93 | |
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[12310] | 94 | |
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| 95 | |
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[12281] | 96 | void BallProjectile::Bounce(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) { |
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| 97 | |
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| 98 | Vector3 velocity = this->getVelocity(); |
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[12310] | 99 | Vector3 myPosition = otherObject->getPosition(); |
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| 100 | btVector3 positionOtherObject = contactPoint.getPositionWorldOnA(); |
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[12291] | 101 | orxout() << "About to Bounce >D" << endl; |
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[12281] | 102 | //if (positionOtherObject.y < 0) { |
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| 103 | //this.destroy() |
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[12291] | 104 | //}S |
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[12281] | 105 | //else { |
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| 106 | |
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[12310] | 107 | int distance_X = positionOtherObject.getX() - myPosition.x; |
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| 108 | int distance_Z = positionOtherObject.getZ() - myPosition.z; |
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[12281] | 109 | |
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| 110 | if (distance_X < 0) |
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[12310] | 111 | distance_X = -distance_X; |
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[12281] | 112 | |
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| 113 | |
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[12310] | 114 | if (distance_Z < 0) |
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| 115 | distance_Z = -distance_Z; |
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[12281] | 116 | |
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[12310] | 117 | orxout() << distance_X << endl; |
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| 118 | orxout() << distance_Z << endl; |
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| 119 | |
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| 120 | if (distance_X < distance_Z) { |
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| 121 | velocity.z = -velocity.z; |
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| 122 | orxout() << "z" << endl; |
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| 123 | } |
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| 124 | if (distance_Z < distance_X) { |
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[12281] | 125 | velocity.x = -velocity.x; |
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[12310] | 126 | orxout() << "x" << endl; |
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| 127 | } |
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[12281] | 128 | else { |
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| 129 | velocity.x = -velocity.x; |
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[12310] | 130 | velocity.z = -velocity.z; |
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| 131 | orxout() << "both" << endl; |
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[12281] | 132 | } |
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[12310] | 133 | this->setVelocity(velocity); |
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[12281] | 134 | //} |
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| 135 | } |
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| 136 | |
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[12310] | 137 | |
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| 138 | |
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| 139 | |
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[12281] | 140 | |
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| 141 | bool BallProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) |
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| 142 | { |
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| 143 | |
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| 144 | orxout() << "wanna bounce..." << endl; |
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| 145 | bool result = BasicProjectile::processCollision(otherObject, contactPoint, cs); |
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| 146 | Bounce(otherObject, contactPoint, cs); |
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| 147 | orxout() << "BOUNCED!" << endl; |
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| 148 | |
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| 149 | return result; |
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| 150 | } |
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[12310] | 151 | |
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| 152 | |
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| 153 | |
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| 154 | |
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| 155 | |
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| 156 | |
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| 157 | void BallProjectile::tick(float dt) |
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| 158 | { |
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| 159 | SUPER(BallProjectile, tick, dt); |
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| 160 | |
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| 161 | // Get the current position, velocity and acceleration of the ball. |
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| 162 | Vector3 position = this->getPosition(); |
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| 163 | Vector3 velocity = this->getVelocity(); |
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| 164 | Vector3 acceleration = this->getAcceleration(); |
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| 165 | |
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| 166 | // If the ball has gone over the top or bottom boundary of the playing field (i.e. the ball has hit the top or bottom delimiters). |
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| 167 | if (position.z > this->fieldHeight_ / 2 || position.z < -this->fieldHeight_ / 2) |
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| 168 | { |
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| 169 | // Its velocity in z-direction is inverted (i.e. it bounces off). |
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| 170 | velocity.z = -velocity.z; |
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| 171 | // And its position is set as to not overstep the boundary it has just crossed. |
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| 172 | if (position.z > this->fieldHeight_ / 2) |
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| 173 | position.z = this->fieldHeight_ / 2; |
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| 174 | if (position.z < -this->fieldHeight_ / 2) |
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| 175 | position.z = -this->fieldHeight_ / 2; |
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| 176 | |
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| 177 | this->fireEvent(); |
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| 178 | } |
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| 179 | |
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| 180 | //Ball hits the right or left wall and should bounce back. |
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| 181 | // If the ball has crossed the left or right boundary of the playing field. |
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| 182 | if (position.x > this->fieldWidth_ / 2 || position.x < -this->fieldWidth_ / 2) |
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| 183 | { |
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| 184 | //Ball hits the right Wall |
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| 185 | if (position.x > this->fieldWidth_ / 2) |
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| 186 | { |
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| 187 | // Set the ball to be exactly at the boundary. |
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| 188 | position.x = this->fieldWidth_ / 2; |
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| 189 | // Invert its velocity in x-direction (i.e. it bounces off). |
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| 190 | velocity.x = -velocity.x; |
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| 191 | this->fireEvent(); |
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| 192 | } |
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| 193 | |
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| 194 | //Ball hits the left wall |
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| 195 | else if (position.x < -this->fieldWidth_ / 2) |
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| 196 | { |
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| 197 | // Set the ball to be exactly at the boundary. |
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| 198 | position.x = -this->fieldWidth_ / 2; |
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| 199 | // Invert its velocity in x-direction (i.e. it bounces off). |
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| 200 | velocity.x = -velocity.x; |
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| 201 | this->fireEvent(); |
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| 202 | } |
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| 203 | } |
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| 204 | |
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| 205 | // Set the position, velocity and acceleration of the ball, if they have changed. |
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| 206 | if (acceleration != this->getAcceleration()) |
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| 207 | this->setAcceleration(acceleration); |
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| 208 | if (velocity != this->getVelocity()) |
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| 209 | this->setVelocity(velocity); |
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| 210 | if (position != this->getPosition()) |
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| 211 | this->setPosition(position); |
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| 212 | } |
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| 213 | |
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| 214 | |
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| 215 | |
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| 216 | |
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| 217 | void BallProjectile::setSpeed(float speed) |
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| 218 | { |
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| 219 | if (speed != this->speed_) // If the speed changes |
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| 220 | { |
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| 221 | this->speed_ = speed; |
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| 222 | |
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| 223 | // Set the speed in the direction of the balls current velocity. |
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| 224 | Vector3 velocity = this->getVelocity(); |
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| 225 | if (velocity.x != 0) |
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| 226 | velocity.x = sgn(velocity.x) * this->speed_; |
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| 227 | else // If the balls current velocity is zero, the speed is set in a random direction. |
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| 228 | velocity.x = this->speed_ * sgn(rnd(-1,1)); |
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| 229 | |
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| 230 | this->setVelocity(velocity); |
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| 231 | } |
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| 232 | } |
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| 233 | |
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| 234 | |
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[12281] | 235 | } |
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