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source: code/branches/bigships/src/orxonox/items/Engine.cc @ 8588

Last change on this file since 8588 was 8588, checked in by dafrick, 14 years ago

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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#include "Engine.h"
30
31#include "util/Math.h"
32#include "core/CoreIncludes.h"
33#include "core/ConfigValueIncludes.h"
34#include "core/XMLPort.h"
35#include "Scene.h"
36#include "worldentities/pawns/SpaceShip.h"
37#include "core/Template.h"
38
39namespace orxonox
40{
41    CreateFactory(Engine);
42
43    Engine::Engine(BaseObject* creator) : Item(creator)
44    {
45        RegisterObject(Engine);
46
47        this->ship_ = 0;
48        this->shipID_ = OBJECTID_UNKNOWN;
49        this->relativePosition_ = Vector3(0,0,0);
50
51        this->boostFactor_ = 1.5;
52        this->speedFactor_ = 1.0;
53
54        this->maxSpeedFront_ = 0.0;
55        this->maxSpeedBack_ = 0.0;
56        this->maxSpeedLeftRight_ = 0.0;
57        this->maxSpeedUpDown_ = 0.0;
58
59        this->accelerationFront_ = 0.0;
60        this->accelerationBrake_ = 0.0;
61        this->accelerationBack_ = 0.0;
62        this->accelerationLeftRight_ = 0.0;
63        this->accelerationUpDown_ = 0.0;
64
65        this->speedAdd_ = 0.0;
66        this->speedMultiply_ = 1.0;
67
68        this->setConfigValues();
69        this->registerVariables();
70    }
71
72    Engine::~Engine()
73    {
74
75    }
76
77    void Engine::XMLPort(Element& xmlelement, XMLPort::Mode mode)
78    {
79        SUPER(Engine, XMLPort, xmlelement, mode);
80
81        XMLPortParam(Engine, "boostfactor", setBoostFactor, getBoostFactor, xmlelement, mode);
82
83        XMLPortParam(Engine, "speedfront",     setMaxSpeedFront,     setMaxSpeedFront,     xmlelement, mode);
84        XMLPortParam(Engine, "speedback",      setMaxSpeedBack,      setMaxSpeedBack,      xmlelement, mode);
85        XMLPortParam(Engine, "speedleftright", setMaxSpeedLeftRight, setMaxSpeedLeftRight, xmlelement, mode);
86        XMLPortParam(Engine, "speedupdown",    setMaxSpeedUpDown,    setMaxSpeedUpDown,    xmlelement, mode);
87
88        XMLPortParam(Engine, "accelerationfront",     setAccelerationFront,     setAccelerationFront,     xmlelement, mode);
89        XMLPortParam(Engine, "accelerationbrake",     setAccelerationBrake,     setAccelerationBrake,     xmlelement, mode);
90        XMLPortParam(Engine, "accelerationback",      setAccelerationBack,      setAccelerationBack,      xmlelement, mode);
91        XMLPortParam(Engine, "accelerationleftright", setAccelerationLeftRight, setAccelerationLeftRight, xmlelement, mode);
92        XMLPortParam(Engine, "accelerationupdown",    setAccelerationUpDown,    setAccelerationUpDown,    xmlelement, mode);
93
94        XMLPortParam(Engine, "position", setRelativePosition, getRelativePosition, xmlelement, mode);
95        XMLPortParam(Engine, "template", setEngineTemplate, getEngineTemplate, xmlelement, mode);
96    }
97
98    void Engine::setConfigValues()
99    {
100    }
101
102    void Engine::registerVariables()
103    {
104        registerVariable(this->shipID_, VariableDirection::ToClient, new NetworkCallback<Engine>(this, &Engine::networkcallback_shipID));
105
106        registerVariable(this->speedFactor_, VariableDirection::ToClient);
107        registerVariable(this->boostFactor_, VariableDirection::ToClient);
108
109        registerVariable(this->maxSpeedFront_,     VariableDirection::ToClient);
110        registerVariable(this->maxSpeedBack_,      VariableDirection::ToClient);
111        registerVariable(this->maxSpeedLeftRight_, VariableDirection::ToClient);
112        registerVariable(this->maxSpeedUpDown_,    VariableDirection::ToClient);
113
114        registerVariable(this->accelerationFront_,     VariableDirection::ToClient);
115        registerVariable(this->accelerationBrake_,     VariableDirection::ToClient);
116        registerVariable(this->accelerationBack_,      VariableDirection::ToClient);
117        registerVariable(this->accelerationLeftRight_, VariableDirection::ToClient);
118        registerVariable(this->accelerationUpDown_,    VariableDirection::ToClient);
119
120        registerVariable(this->speedAdd_, VariableDirection::ToClient);
121        registerVariable(this->speedMultiply_, VariableDirection::ToClient);
122    }
123
124    void Engine::networkcallback_shipID()
125    {
126        this->ship_ = 0;
127
128        if (this->shipID_ != OBJECTID_UNKNOWN)
129        {
130            Synchronisable* object = Synchronisable::getSynchronisable(this->shipID_);
131            if (object)
132                this->addToSpaceShip(orxonox_cast<SpaceShip*>(object));
133        }
134    }
135
136    void Engine::tick(float dt)
137    {
138        if (!this->ship_)
139        {
140            if (this->shipID_)
141            {
142                this->networkcallback_shipID();
143
144                if (!this->ship_)
145                    return;
146            }
147            else
148                return;
149        }
150
151        if (!this->isActive())
152            return;
153
154        SUPER(Engine, tick, dt);
155
156        const Vector3& direction = this->getDirection();
157        Vector3 velocity = this->ship_->getLocalVelocity();
158        Vector3 acceleration = Vector3::ZERO;
159
160        float factor = 1.0f / this->speedFactor_;
161        velocity *= factor;
162
163        if (direction.z < 0)
164        {
165            if (this->maxSpeedFront_ != 0)
166            {
167                float boostfactor = (this->ship_->getBoost() ? this->boostFactor_ : 1.0f);
168                acceleration.z = direction.z * this->accelerationFront_ * boostfactor * clamp((this->maxSpeedFront_ - -velocity.z/boostfactor) / this->maxSpeedFront_, 0.0f, 1.0f);
169            }
170        }
171        else if (direction.z > 0)
172        {
173            if (velocity.z < 0)
174                acceleration.z = direction.z * this->accelerationBrake_;
175            else if (this->maxSpeedBack_ != 0)
176                acceleration.z = direction.z * this->accelerationBack_ * clamp((this->maxSpeedBack_ - velocity.z) / this->maxSpeedBack_, 0.0f, 1.0f);
177        }
178
179        if (this->maxSpeedLeftRight_ != 0)
180        {
181            if (direction.x < 0)
182                acceleration.x = direction.x * this->accelerationLeftRight_ * clamp((this->maxSpeedLeftRight_ - -velocity.x) / this->maxSpeedLeftRight_, 0.0f, 1.0f);
183            else if (direction.x > 0)
184                acceleration.x = direction.x * this->accelerationLeftRight_ * clamp((this->maxSpeedLeftRight_ - velocity.x) / this->maxSpeedLeftRight_, 0.0f, 1.0f);
185        }
186
187        if (this->maxSpeedUpDown_ != 0)
188        {
189            if (direction.y < 0)
190                acceleration.y = direction.y * this->accelerationUpDown_ * clamp((this->maxSpeedUpDown_ - -velocity.y) / this->maxSpeedUpDown_, 0.0f, 1.0f);
191            else if (direction.y > 0)
192                acceleration.y = direction.y * this->accelerationUpDown_ * clamp((this->maxSpeedUpDown_ - velocity.y) / this->maxSpeedUpDown_, 0.0f, 1.0f);
193        }
194
195        // NOTE: Bullet always uses global coordinates.
196        this->ship_->addAcceleration(this->ship_->getOrientation() * (acceleration*this->getSpeedMultiply()+Vector3(0,0,-this->getSpeedAdd())), this->ship_->getOrientation() * this->relativePosition_);
197
198        // Hack to reset a temporary variable "direction"
199        this->ship_->oneEngineTickDone();
200        if(!this->ship_->hasEngineTicksRemaining())
201        {
202            this->ship_->setSteeringDirection(Vector3::ZERO);
203            this->ship_->resetEngineTicks();
204        }
205    }
206
207    void Engine::changedActivity()
208    {
209        SUPER(Engine, changedActivity);
210    }
211
212    void Engine::addToSpaceShip(SpaceShip* ship)
213    {
214        this->ship_ = ship;
215
216        if (ship)
217        {
218            this->shipID_ = ship->getObjectID();
219            if (!ship->hasEngine(this))
220                ship->addEngine(this);
221        }
222    }
223
224    const Vector3& Engine::getDirection() const
225    {
226        if (this->ship_)
227            return this->ship_->getSteeringDirection();
228        else
229            return Vector3::ZERO;
230    }
231
232    PickupCarrier* Engine::getCarrierParent(void) const
233    {
234        return this->ship_;
235    }
236
237    const Vector3& Engine::getCarrierPosition(void) const
238    {
239        return this->ship_->getWorldPosition();
240    }
241
242    void Engine::loadEngineTemplate()
243    {
244        if(!this->engineTemplate_.empty())
245        {
246            COUT(4)<<"Loading an engine template: "<<this->engineTemplate_<<"\n";
247            Template *temp = Template::getTemplate(this->engineTemplate_);
248            if(temp)
249            {
250                this->addTemplate(temp);
251            }
252        }
253    }
254}
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