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source: code/branches/OrxoBlox_FS19/src/modules/weapons/projectiles/BallProjectile.cc @ 12401

Last change on this file since 12401 was 12401, checked in by jeromela, 6 years ago

fixed count function (reverted changes)

File size: 7.1 KB
Line 
1#include "BallProjectile.h"
2#include "gametypes/Gametype.h"
3
4
5#include <OgreParticleEmitter.h>
6#include "core/CoreIncludes.h"
7#include "tools/ParticleInterface.h"
8#include "Scene.h"
9#include "core/command/Executor.h"
10#include "util/Convert.h"
11#include <bullet/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
12#include <bullet/LinearMath/btVector3.h>
13
14namespace orxonox
15{
16    RegisterClass(BallProjectile);
17
18    BallProjectile::BallProjectile(Context* context) : BillboardProjectile(context)
19    {
20        RegisterObject(BallProjectile);
21        this->textureIndex_ = 1;
22        this->setMass(0.1f);
23        this->maxTextureIndex_ = 8;
24        this->setDestroyAfterCollision(false); //I want the ball to bounce, not to be destroyed
25        this->fieldWidth_ = 46;
26        this->fieldHeight_ =  49;
27        this->orxoblox_ = this->getOrxoBlox();
28        this->setCollisionShapeRadius(2.5);
29        this->setDamage(1000);
30                //setEffect("Orxonox/sparks2");
31    }
32
33    void BallProjectile::registerVariables()
34    {
35        registerVariable(this->materialBase_);
36        registerVariable( this->speed_ );
37    }
38
39    /**
40    @brief
41        Set the material.
42    @param material
43        The name of the material. Material names with 1 to 8 appended must exist.
44    */
45    void BallProjectile::setMaterial(const std::string& material)
46    {
47        this->materialBase_ = material;
48
49        BillboardProjectile::setMaterial(material + multi_cast<std::string>(this->textureIndex_));
50    }
51
52    /**
53    @brief
54        Change the texture.
55    */
56    void BallProjectile::changeTexture()
57    {
58        this->textureIndex_++;
59        if (this->textureIndex_ > this->maxTextureIndex_)
60            this->textureIndex_ = 1;
61
62        this->setMaterial(this->materialBase_);
63    }
64
65
66
67    void BallProjectile::Bounce(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) {
68
69        Vector3 velocity = this->getVelocity();
70        Vector3 myPosition = otherObject->getPosition();
71        btVector3 positionOtherObject = contactPoint.getPositionWorldOnA();
72       
73            int distance_X = positionOtherObject.getX() - myPosition.x;
74            int distance_Z = positionOtherObject.getZ() - myPosition.z;
75
76            if (distance_X < 0)
77                distance_X = -distance_X;
78   
79
80            if (distance_Z < 0)
81                distance_Z = -distance_Z;
82
83            if (distance_X < distance_Z) {
84                velocity.z = -velocity.z;
85            }
86            if (distance_Z < distance_X) {
87                velocity.x = -velocity.x;
88            }
89            else {
90                velocity.x = -velocity.x;
91                velocity.z = -velocity.z;
92            }
93            this->setVelocity(velocity);
94    }
95
96   
97    bool BallProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs)
98    {
99        bool result = BasicProjectile::processCollision(otherObject, contactPoint, cs);
100        if (result == true) {
101            if (otherObject->isA(Class(OrxoBloxStones))) {
102                Bounce(otherObject, contactPoint, cs);
103               
104            }
105        }
106        return result;
107    }
108
109
110   
111    OrxoBlox* BallProjectile::getOrxoBlox()
112    {
113        if (this->getGametype() != nullptr && this->getGametype()->isA(Class(OrxoBlox)))
114        {
115            OrxoBlox* orxobloxGametype = orxonox_cast<OrxoBlox*>(this->getGametype());
116            return orxobloxGametype;
117        }
118        else orxout()<<"There is no Gametype for OrxoBlox! ask Anna"<< endl;
119        return nullptr;
120    }
121   
122
123
124    void BallProjectile::tick(float dt)
125    {
126        SUPER(BallProjectile, tick, dt);
127
128               // Get the current position, velocity and acceleration of the ball.
129        bool suicidal = false;
130        Vector3 position = this->getPosition();
131        Vector3 velocity = this->getVelocity();
132        Vector3 acceleration = this->getAcceleration();
133
134        velocity.y = 0;
135        position.y = 0;
136
137        // 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).
138        if (position.z > this->fieldHeight_ || position.z < -this->fieldHeight_)
139        {
140
141            velocity.z = -velocity.z;
142            // And its position is set as to not overstep the boundary it has just crossed. Remember z axis is reverted!!!
143            if (position.z > this->fieldHeight_){
144                // Set the ball to be exactly at the boundary.
145                position.z = this-> fieldHeight_;
146                orxoblox_->count();
147
148                suicidal = true;
149               
150            }
151            if (position.z < -this->fieldHeight_){
152                position.z = -this->fieldHeight_;
153               
154            }
155
156            this->fireEvent();
157        }
158       
159        //Ball hits the right or left wall and should bounce back.
160        // If the ball has crossed the left or right boundary of the playing field.
161        if (position.x > this->fieldWidth_ || position.x < -this->fieldWidth_)
162        {
163            //Ball hits the right Wall
164            if (position.x > this->fieldWidth_)
165                {
166                    // Set the ball to be exactly at the boundary.
167                    position.x = this->fieldWidth_;
168                    // Invert its velocity in x-direction (i.e. it bounces off).
169                    velocity.x = -velocity.x;
170                    this->fireEvent();
171                    }
172
173            //Ball hits the left wall
174            else if (position.x < -this->fieldWidth_)
175                {
176                        // Set the ball to be exactly at the boundary.
177                        position.x = -this->fieldWidth_;
178                        // Invert its velocity in x-direction (i.e. it bounces off).
179                        velocity.x = -velocity.x;
180                        this->fireEvent();
181                    }
182        }
183
184        // Set the position, velocity and acceleration of the ball, if they have changed.
185        if (acceleration != this->getAcceleration())
186            this->setAcceleration(acceleration);
187        if (velocity != this->getVelocity())
188            this->setVelocity(velocity);
189        if (position != this->getPosition())
190            this->setPosition(position);
191        //this->Collides((this->orxoblox_->CheckForCollision(this)));
192        if (suicidal == true) {
193            this->destroy();
194        }
195
196    }
197
198
199
200    void BallProjectile::setSpeed(float speed)
201    {
202        if (speed != this->speed_) // If the speed changes
203        {
204            this->speed_ = speed;
205
206            // Set the speed in the direction of the balls current velocity.
207            Vector3 velocity = this->getVelocity();
208            if (velocity.x != 0)
209                velocity.x = sgn(velocity.x) * this->speed_;
210            else // If the balls current velocity is zero, the speed is set in a random direction.
211                velocity.x = this->speed_ * sgn(rnd(-1,1));
212
213            this->setVelocity(velocity);
214        }
215    }
216
217
218    //This is an override to prevent getting killed by the program
219    void BallProjectile::destroyObject(void)
220    {
221        if(GameMode::isMaster()) {
222        }
223    }
224
225
226
227}
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