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source: code/branches/campaignHS15/src/orxonox/controllers/FlyingController.cc @ 10924

Last change on this file since 10924 was 10923, checked in by gania, 9 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 *      Gani Aliguzhinov
24
25 *   Co-authors:
26 *   ...
27 *
28 */
29#include "controllers/FlyingController.h"
30#include "core/XMLPort.h"
31#include "worldentities/pawns/SpaceShip.h"
32#include "util/Math.h"
33#include <OgreMatrix3.h>
34
35namespace orxonox
36{   
37    RegisterClass (FlyingController);
38   
39    FlyingController::FlyingController(Context* context): CommonController(context)
40    {
41        RegisterObject(FlyingController);       
42        this->rotationProgress_ = 0;
43        this->spread_ = 200;
44        this->tolerance_ = 80;
45    }
46    FlyingController::~FlyingController() 
47    {
48    }
49
50    void FlyingController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
51    {
52        XMLPortParam(FlyingController, "spread", setSpread, getSpread,  xmlelement, mode);
53        XMLPortParam(FlyingController, "formationMode", setFormationModeXML, getFormationModeXML,  xmlelement, mode);
54        SUPER(FlyingController, XMLPort, xmlelement, mode);
55    }
56   
57    void FlyingController::setFormationModeXML(std::string val)
58    {
59        const std::string valUpper = getUppercase(val);
60        FormationMode::Value value;
61       
62        if ( valUpper == "WALL" )
63            value = FormationMode::WALL;
64        else if ( valUpper == "FINGER4" )
65            value = FormationMode::FINGER4;
66        else if ( valUpper == "DIAMOND" )
67            value = FormationMode::DIAMOND;
68        else
69            ThrowException(ParseError, std::string( "Attempting to set an unknown FormationMode: '" )+ val + "'.");
70        this->setFormationMode(value);
71    }
72    std::string FlyingController::getFormationModeXML() const
73    {
74        switch ( this->formationMode_ )
75        {
76            case FormationMode::WALL:
77            { return "WALL"; }
78            case FormationMode::FINGER4:
79            { return "FINGER4"; }
80            case FormationMode::DIAMOND:
81            { return "DIAMOND"; }
82            default:
83                return "DIAMOND";
84        }
85    }
86    void FlyingController::stopMoving()
87    {
88        this->bHasTargetPosition_ = false;
89    }
90    void FlyingController::moveToPosition(const Vector3& targetPosition, float dt)
91    {
92        if (!this->getControllableEntity())
93            return;
94        ControllableEntity* entity = this->getControllableEntity();
95
96        float distance = ( targetPosition - entity->getPosition() ).length();
97
98        if ( distance >= this->tolerance_ )
99        {
100            Vector2 coord = get2DViewCoordinates
101                ( entity->getPosition() , 
102                entity->getOrientation()  * WorldEntity::FRONT, 
103                entity->getOrientation()  * WorldEntity::UP, 
104                targetPosition );
105            float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f );
106            float rotateY = clamp( coord.y * 10, -1.0f, 1.0f );
107            entity->rotateYaw( ROTATEFACTOR * rotateX * dt );
108            entity->rotatePitch( ROTATEFACTOR * rotateY * dt );
109         
110            if (distance > this->tolerance_*1.5f || (rotateX > -0.03 && rotateX < 0.03 && rotateY > -0.03 && rotateY < 0.03))
111                entity->moveFrontBack( SPEED * dt );
112                copyTargetOrientation(dt);
113        }
114        else
115        {     
116            bHasTargetPosition_ = false;
117        }
118    }
119   
120    void FlyingController::moveToTargetPosition(float dt)
121    {
122        this->moveToPosition (this->targetPosition_, dt);
123    }
124    void FlyingController::copyOrientation(const Quaternion& orient, float dt)
125    {
126        //copied from
127        //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_
128        //how can I make my objects rotate smoothly?
129        if (!this->getControllableEntity())
130            return;
131        Quaternion myOrient = this->getControllableEntity()->getOrientation();
132        this->rotationProgress_ += dt;
133
134        if (this->rotationProgress_ > 1)
135        {
136            this->rotationProgress_ = 0;
137            this->bHasTargetOrientation_ = false;
138        }
139        else
140        {
141            Quaternion deltaOrientation = Quaternion::Slerp(rotationProgress_, myOrient, orient, true);
142           
143            Matrix3 deltaMatrix, myMatrix;
144
145            deltaOrientation.ToRotationMatrix(deltaMatrix);
146            myOrient.ToRotationMatrix (myMatrix);
147
148            Radian yawDelta, pitchDelta, rollDelta, yawMy, pitchMy, rollMy;
149            deltaMatrix.ToEulerAnglesYXZ(yawDelta, pitchDelta, rollDelta);
150            myMatrix.ToEulerAnglesYXZ (yawMy, pitchMy, rollMy);
151
152            if (!this->getControllableEntity())
153                return;
154            this->getControllableEntity()->rotateRoll ((rollDelta.valueRadians() - rollMy.valueRadians())*ROTATEFACTOR*dt);
155        }
156    }
157
158    void FlyingController::copyTargetOrientation(float dt)
159    {
160        if (bHasTargetOrientation_)
161        {   
162            this->copyOrientation(targetOrientation_, dt);
163        }
164    }
165   
166    void FlyingController::setTargetPosition(const Vector3& target)
167    {
168        this->targetPosition_ = target;
169        this->bHasTargetPosition_ = true;
170    }
171
172    void FlyingController::setTargetOrientation(const Quaternion& orient)
173    {
174        this->targetOrientation_=orient;
175        this->bHasTargetOrientation_=true;
176    }
177
178    void FlyingController::setTargetOrientation(ControllableEntity* target)
179    {
180        if (target)
181            this->setTargetOrientation(target->getOrientation());
182    }
183    void FlyingController::boostControl()
184    {
185        if (!this->getControllableEntity())
186            return;
187        SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity());
188        if(ship == NULL) return;
189        if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower() ) //upper limit ->boost
190        {
191            this->getControllableEntity()->boost(true);
192        }
193        else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost
194        {
195           this->getControllableEntity()->boost(false);
196        }
197    }
198    void FlyingController::keepFormation(const ControllableEntity* leaderEntity, Vector3& targetRelativePosition)
199    {
200        ControllableEntity* myEntity = this->getControllableEntity();
201        Vector3 myPosition = myEntity->getWorldPosition();
202
203        if (!leaderEntity)
204        {
205            return;
206        }
207        Quaternion orient = leaderEntity->getWorldOrientation();
208        Vector3 leaderPosition = leaderEntity->getWorldPosition();
209
210        if (!leaderEntity)
211        {
212            return;
213        }
214        Vector3 targetAbsolutePosition = 
215            (leaderPosition + (orient*WorldEntity::FRONT) * (leaderEntity->getVelocity().length()/5)
216             + (orient* (targetRelativePosition)));
217        //let ship finish rotating. also don't call copyOrientation to often as it is a slow function.
218        if (static_cast<int>(rnd(1.0f) * 100) % 3 == 0)
219            this->setTargetOrientation (orient);
220        this->setTargetPosition (targetAbsolutePosition);
221        if ((targetAbsolutePosition - myPosition).length() > this->tolerance_ * 1.5f)
222        {
223            this->boostControl();
224        }
225        else
226        {
227           this->getControllableEntity()->boost(false);
228        }
229    }
230}
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