[10871] | 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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[10885] | 23 | * Gani Aliguzhinov |
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| 24 | |
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[10871] | 25 | * Co-authors: |
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| 26 | * Dominik Solenicki |
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| 27 | * |
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| 28 | */ |
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| 29 | #include "controllers/FlyingController.h" |
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| 30 | #include "core/XMLPort.h" |
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| 31 | #include "worldentities/pawns/SpaceShip.h" |
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[10875] | 32 | #include "util/Math.h" |
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[10879] | 33 | #include <OgreMatrix3.h> |
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[10885] | 34 | |
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[10871] | 35 | namespace orxonox |
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| 36 | { |
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| 37 | RegisterClass (FlyingController); |
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| 38 | |
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[10885] | 39 | FlyingController::FlyingController(Context* context): CommonController(context) |
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[10871] | 40 | { |
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[10885] | 41 | RegisterObject(FlyingController); |
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[10879] | 42 | this->rotationProgress_ = 0; |
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[10871] | 43 | this->spread_ = 200; |
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[10888] | 44 | this->tolerance_ = 80; |
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[10871] | 45 | } |
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| 46 | FlyingController::~FlyingController() |
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| 47 | { |
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| 48 | |
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| 49 | } |
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[10877] | 50 | |
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[10885] | 51 | void FlyingController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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[10871] | 52 | { |
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[10885] | 53 | XMLPortParam(FlyingController, "spread", setSpread, getSpread, xmlelement, mode); |
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| 54 | XMLPortParam(FlyingController, "formationMode", setFormationModeXML, getFormationModeXML, xmlelement, mode); |
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| 55 | SUPER(FlyingController, XMLPort, xmlelement, mode); |
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[10871] | 56 | } |
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| 57 | |
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[10885] | 58 | void FlyingController::setFormationModeXML(std::string val) |
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[10871] | 59 | { |
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[10885] | 60 | const std::string valUpper = getUppercase(val); |
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[10871] | 61 | FormationMode::Value value; |
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| 62 | |
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| 63 | if ( valUpper == "WALL" ) |
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| 64 | value = FormationMode::WALL; |
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| 65 | else if ( valUpper == "FINGER4" ) |
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| 66 | value = FormationMode::FINGER4; |
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| 67 | else if ( valUpper == "DIAMOND" ) |
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| 68 | value = FormationMode::DIAMOND; |
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| 69 | else |
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[10885] | 70 | ThrowException(ParseError, std::string( "Attempting to set an unknown FormationMode: '" )+ val + "'."); |
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| 71 | this->setFormationMode(value); |
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[10871] | 72 | } |
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[10885] | 73 | std::string FlyingController::getFormationModeXML() const |
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[10871] | 74 | { |
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| 75 | switch ( this->formationMode_ ) |
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| 76 | { |
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| 77 | case FormationMode::WALL: |
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| 78 | { return "WALL"; break; } |
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| 79 | case FormationMode::FINGER4: |
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| 80 | { return "FINGER4"; break; } |
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| 81 | case FormationMode::DIAMOND: |
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| 82 | { return "DIAMOND"; break; } |
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| 83 | default: |
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| 84 | return "DIAMOND"; break; |
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| 85 | } |
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| 86 | } |
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| 87 | void FlyingController::stopMoving() |
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| 88 | { |
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| 89 | this->bHasTargetPosition_ = false; |
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| 90 | } |
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[10885] | 91 | void FlyingController::moveToPosition(const Vector3& target, float dt) |
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[10871] | 92 | { |
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| 93 | ControllableEntity* entity = this->getControllableEntity(); |
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| 94 | |
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[10885] | 95 | float distance = ( target - entity->getPosition() ).length(); |
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[10871] | 96 | |
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[10881] | 97 | if ( distance >= this->tolerance_ ) |
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[10871] | 98 | { |
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[10880] | 99 | Vector2 coord = get2DViewCoordinates |
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| 100 | ( entity->getPosition() , |
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| 101 | entity->getOrientation() * WorldEntity::FRONT, |
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| 102 | entity->getOrientation() * WorldEntity::UP, |
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| 103 | target ); |
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| 104 | float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); |
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| 105 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); |
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[10885] | 106 | entity->rotateYaw( ROTATEFACTOR * rotateX * dt ); |
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| 107 | entity->rotatePitch( ROTATEFACTOR * rotateY * dt ); |
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[10879] | 108 | |
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[10871] | 109 | if (distance > this->tolerance_*1.5f || (rotateX > -0.01 && rotateX < 0.01 && rotateY > -0.01 && rotateY < 0.01)) |
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[10885] | 110 | entity->moveFrontBack( SPEED * dt ); |
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| 111 | copyTargetOrientation(dt); |
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[10871] | 112 | } |
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| 113 | else |
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| 114 | { |
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| 115 | bHasTargetPosition_ = false; |
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| 116 | } |
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| 117 | } |
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[10880] | 118 | |
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[10871] | 119 | void FlyingController::moveToTargetPosition(float dt) |
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| 120 | { |
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| 121 | this->moveToPosition (this->targetPosition_, dt); |
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| 122 | } |
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[10885] | 123 | void FlyingController::copyOrientation(const Quaternion& orient, float dt) |
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[10871] | 124 | { |
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[10879] | 125 | //inspired by |
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| 126 | //http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Quaternion+and+Rotation+Primer&structure=Tutorials#Q._How_can_I_make_my_objects_rotate_smoothly_You_mentioned_slerp_etc_ |
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| 127 | //how can I make my objects rotate smoothly? |
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| 128 | |
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| 129 | Quaternion myOrient = this->getControllableEntity()->getOrientation(); |
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[10881] | 130 | this->rotationProgress_ += dt; |
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[10875] | 131 | |
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[10879] | 132 | if (this->rotationProgress_ > 1) |
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| 133 | { |
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| 134 | this->rotationProgress_ = 0; |
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[10881] | 135 | this->bHasTargetOrientation_ = false; |
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[10879] | 136 | } |
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| 137 | else |
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| 138 | { |
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[10881] | 139 | |
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[10880] | 140 | Quaternion delta = Quaternion::Slerp(rotationProgress_, myOrient, orient, true); |
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[10881] | 141 | |
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| 142 | //rotate roll builds a Quaternion in roll method of WorldEntity, then it sets orientation. |
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| 143 | //it is faster just to set orientation, plus that way there is no need in calculating the roll angle. |
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| 144 | //On the downside, however, ship might also yaw and pitch, but this effect is neglectable, as we only call |
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| 145 | //copyOrientation after we move our ship, thus it doesn't affect ships's flying direction too much. |
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| 146 | //If you don't like the code style, you are welcomed to uncomment the code below |
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| 147 | //and comment out setOrientation part, it will work just fine, but it will also be a tiny bit slower. |
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| 148 | //P.S. apperantly it did affect ship's direction and did so way too much. |
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[10879] | 149 | Matrix3 orientMatrix, myMatrix; |
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[10881] | 150 | |
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[10879] | 151 | delta.ToRotationMatrix(orientMatrix); |
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| 152 | myOrient.ToRotationMatrix (myMatrix); |
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[10875] | 153 | |
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[10879] | 154 | Radian yRad, pRad, rRad, yMy, pMy, rMy; |
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| 155 | orientMatrix.ToEulerAnglesYXZ(yRad, pRad, rRad); |
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| 156 | myMatrix.ToEulerAnglesYXZ (yMy, pMy, rMy); |
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[10881] | 157 | |
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| 158 | this->getControllableEntity()->rotateRoll ((rRad.valueRadians() - rMy.valueRadians())*ROTATEFACTOR*dt); |
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| 159 | // this->getControllableEntity()->setOrientation(delta); |
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[10879] | 160 | } |
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| 161 | |
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[10880] | 162 | |
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[10871] | 163 | } |
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[10875] | 164 | //change log: increased precision, increased rotation speed |
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[10885] | 165 | void FlyingController::copyTargetOrientation(float dt) |
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[10871] | 166 | { |
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[10885] | 167 | if (bHasTargetOrientation_) |
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[10871] | 168 | { |
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[10885] | 169 | copyOrientation(targetOrientation_, dt); |
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[10871] | 170 | } |
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| 171 | } |
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| 172 | |
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[10885] | 173 | void FlyingController::setTargetPosition(const Vector3& target) |
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[10871] | 174 | { |
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| 175 | this->targetPosition_ = target; |
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| 176 | this->bHasTargetPosition_ = true; |
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| 177 | } |
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| 178 | |
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[10885] | 179 | void FlyingController::setTargetOrientation(const Quaternion& orient) |
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[10871] | 180 | { |
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| 181 | this->targetOrientation_=orient; |
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| 182 | this->bHasTargetOrientation_=true; |
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| 183 | } |
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| 184 | |
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[10885] | 185 | void FlyingController::setTargetOrientation(ControllableEntity* target) |
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[10871] | 186 | { |
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[10885] | 187 | if (target) |
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| 188 | setTargetOrientation(target->getOrientation()); |
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[10871] | 189 | } |
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| 190 | void FlyingController::boostControl() |
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| 191 | { |
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| 192 | SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity()); |
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| 193 | if(ship == NULL) return; |
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| 194 | if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower() ) //upper limit ->boost |
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| 195 | { |
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| 196 | this->getControllableEntity()->boost(true); |
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| 197 | } |
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| 198 | else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost |
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| 199 | { |
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| 200 | this->getControllableEntity()->boost(false); |
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| 201 | } |
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| 202 | } |
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[10886] | 203 | void FlyingController::keepFormation(const ControllableEntity* leaderEntity, Vector3& targetRelativePosition) |
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| 204 | { |
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| 205 | ControllableEntity* myEntity = this->getControllableEntity(); |
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| 206 | Vector3 myPosition = myEntity->getWorldPosition(); |
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| 207 | |
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| 208 | if (!leaderEntity) |
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| 209 | { |
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| 210 | return; |
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| 211 | } |
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| 212 | Quaternion orient = leaderEntity->getWorldOrientation(); |
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| 213 | Vector3 leaderPosition = leaderEntity->getWorldPosition(); |
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| 214 | |
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| 215 | if (!leaderEntity) |
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| 216 | { |
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| 217 | return; |
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| 218 | } |
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| 219 | Vector3 targetAbsolutePosition = |
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| 220 | (leaderPosition + (orient*WorldEntity::FRONT) * (leaderEntity->getVelocity().length()/5) |
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| 221 | + (orient* (targetRelativePosition))); |
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| 222 | //let ship finish rotating. also don't call copyOrientation to often as it is a slow function. |
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| 223 | if (this->actionCounter_ % 6 == 0 && !this->bHasTargetOrientation_) |
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| 224 | this->setTargetOrientation (orient); |
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| 225 | this->setTargetPosition (targetAbsolutePosition); |
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| 226 | if ((targetAbsolutePosition - myPosition).length() > this->tolerance_ * 1.5f) |
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| 227 | { |
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| 228 | this->boostControl(); |
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| 229 | } |
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| 230 | else |
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| 231 | { |
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| 232 | this->getControllableEntity()->boost(false); |
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| 233 | } |
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| 234 | } |
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[10871] | 235 | } |
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