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source: code/branches/Presentation_HS17/src/orxonox/controllers/FlyingController.h @ 11703

Last change on this file since 11703 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 4.5 KB
Line 
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 *      Gani Aliguzhinov
24 *   Co-authors:
25 *      Dominik Solenicki
26 *
27 */
28
29#ifndef _FlyingController_H__
30#define _FlyingController_H__
31
32
33#include "controllers/CommonController.h"
34
35namespace orxonox
36{   
37    /**
38    @brief
39        FlyingController stores all the flying methods and member variables of AI.
40    */
41
42    //Formation mode for the divisions
43    enum class FormationMode
44    {
45        FINGER4, DIAMOND, WALL
46    };
47
48    class _OrxonoxExport FlyingController : public CommonController
49    {
50
51        public:
52            static const float SPEED;              //<! ship's speed
53            static const float ROTATEFACTOR;       //<! ship's rotation factor
54 
55            FlyingController(Context* context);
56            virtual ~FlyingController();
57            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
58
59            void setSpread (int spread)                         //<! spread is a multiplier for formation flight, should be bigger than 100
60                { this->spread_ = spread; }
61            int getSpread () const                             
62                { return this->spread_; }
63
64            void setFormationModeXML(const std::string& val);
65            std::string getFormationModeXML() const;
66
67            void setFormationMode(FormationMode val)
68                { this->formationMode_ = val; }
69            FormationMode getFormationMode() const
70                { return this->formationMode_; }
71            bool bCopyOrientation_;                             //<! set to true by default, MasterController sets it in its tick(),
72                                                                //<! if true, this will set its leader orientation as target orientation in action()
73        protected:
74            void stopMoving();                                  //<! don't call moveToTargetPosition() in tick, call lookAtTarget() from FightingController instead
75
76            void moveToPosition(const Vector3& target, float dt);   //<! move towards a vector
77            void moveToTargetPosition(float dt);                    //<! move to the preset position. Don't mix with positionOfTarget!
78
79            void copyOrientation(const Quaternion& orient, float dt);   //<! roll to have same roll as orient
80            void copyTargetOrientation(float dt);                       //<! roll to have a preset orient
81
82            void setTargetPosition(const Vector3& target);              //<! preset a Vector to fly to
83            void setTargetOrientation(const Quaternion& orient);        //<! preset a desired orientation
84            void setTargetOrientation(ControllableEntity* target);      //<! preset a desired orientation
85            virtual void boostControl();                                //<! boost if you can
86            void keepFormation (const ControllableEntity* leaderEntity, 
87                                Vector3& targetRelativePosition);   //<! preset targetPosition, so that
88                                                                    //<! this stays in a certain position relative to leader     
89           
90            FormationMode formationMode_;
91         
92            float rotationProgress_;    //<! for slerping
93            bool bHasTargetPosition_;
94            Vector3 targetPosition_;    //<! vector to fly to
95            bool bHasTargetOrientation_;
96            Quaternion targetOrientation_;  //<! orientation to take
97            int spread_;                //<! spread is a multiplier for formation flight, should be bigger than 100
98            int tolerance_;             //<! if this ship is tolerance_ away from targetPosition_, ship decides that it finished moving
99    };
100}
101
102#endif /* _FlyingController_H__ */
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