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 | * Gani Aliguzhinov |
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24 | |
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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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32 | #include "util/Math.h" |
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33 | #include <OgreMatrix3.h> |
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34 | |
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35 | namespace orxonox |
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36 | { |
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37 | RegisterClass (FlyingController); |
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38 | |
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39 | FlyingController::FlyingController(Context* context): CommonController(context) |
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40 | { |
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41 | RegisterObject(FlyingController); |
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42 | this->rotationProgress_ = 0; |
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43 | this->spread_ = 200; |
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44 | this->tolerance_ = 80; |
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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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50 | |
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51 | void FlyingController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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52 | { |
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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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56 | } |
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57 | |
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58 | void FlyingController::setFormationModeXML(std::string val) |
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59 | { |
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60 | const std::string valUpper = getUppercase(val); |
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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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70 | ThrowException(ParseError, std::string( "Attempting to set an unknown FormationMode: '" )+ val + "'."); |
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71 | this->setFormationMode(value); |
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72 | } |
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73 | std::string FlyingController::getFormationModeXML() const |
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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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91 | void FlyingController::moveToPosition(const Vector3& target, float dt) |
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92 | { |
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93 | ControllableEntity* entity = this->getControllableEntity(); |
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94 | |
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95 | float distance = ( target - entity->getPosition() ).length(); |
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96 | |
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97 | if ( distance >= this->tolerance_ ) |
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98 | { |
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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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106 | entity->rotateYaw( ROTATEFACTOR * rotateX * dt ); |
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107 | entity->rotatePitch( ROTATEFACTOR * rotateY * dt ); |
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108 | |
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109 | if (distance > this->tolerance_*1.5f || (rotateX > -0.01 && rotateX < 0.01 && rotateY > -0.01 && rotateY < 0.01)) |
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110 | entity->moveFrontBack( SPEED * dt ); |
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111 | copyTargetOrientation(dt); |
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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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118 | |
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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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123 | void FlyingController::copyOrientation(const Quaternion& orient, float dt) |
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124 | { |
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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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130 | this->rotationProgress_ += dt; |
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131 | |
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132 | if (this->rotationProgress_ > 1) |
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133 | { |
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134 | this->rotationProgress_ = 0; |
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135 | this->bHasTargetOrientation_ = false; |
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136 | } |
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137 | else |
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138 | { |
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139 | |
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140 | Quaternion delta = Quaternion::Slerp(rotationProgress_, myOrient, orient, true); |
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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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149 | Matrix3 orientMatrix, myMatrix; |
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150 | |
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151 | delta.ToRotationMatrix(orientMatrix); |
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152 | myOrient.ToRotationMatrix (myMatrix); |
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153 | |
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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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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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160 | } |
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161 | |
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162 | |
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163 | } |
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164 | //change log: increased precision, increased rotation speed |
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165 | void FlyingController::copyTargetOrientation(float dt) |
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166 | { |
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167 | if (bHasTargetOrientation_) |
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168 | { |
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169 | copyOrientation(targetOrientation_, dt); |
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170 | } |
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171 | } |
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172 | |
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173 | void FlyingController::setTargetPosition(const Vector3& target) |
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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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179 | void FlyingController::setTargetOrientation(const Quaternion& orient) |
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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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185 | void FlyingController::setTargetOrientation(ControllableEntity* target) |
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186 | { |
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187 | if (target) |
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188 | setTargetOrientation(target->getOrientation()); |
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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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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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235 | } |
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