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source: code/branches/campaignHS15/src/orxonox/worldentities/pawns/SpaceShip.h @ 10639

Last change on this file since 10639 was 10437, checked in by fvultier, 10 years ago

Removed unnecessary output to console in kump minigame. Added a small description to some classes often used by PPS students: Pawn, StaticEntity, MobileEntity, ControllableEntity.

  • Property svn:eol-style set to native
File size: 15.1 KB
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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#ifndef _SpaceShip_H__
30#define _SpaceShip_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <string>
35#include <LinearMath/btVector3.h>
36
37#include "tools/Timer.h"
38#include "util/Math.h"
39#include "util/OrxAssert.h"
40
41#include "Pawn.h"
42
43namespace orxonox
44{
45
46    /**
47    @brief
48        The SpaceShip is the principal entity through which the player interacts with the game. Its main function is to fly, however many things, such as @ref orxonox::Engine Engines or @ref orxonox::Weapon Weapons, can be attached to it.
49        The feature that you can add @ref orxonox::Engine Engines is new in this class. However adding @ref orxonox::Weapon Weapons is possible because every Spaceship is a Pawn (due to inheritance) and every Pawn can carry @ref orxonox::Weapon Weapons.
50
51        There are several parameters that define the behavior of the SpaceShip>
52        - The <b>rotationThrust</b>, specifies the force with which the SpaceShip rotates.
53        - The <b>boost</b>, there are quite some parameters pertaining to boosting. The boost is a special move of the SpaceShip, where, for a limited amount of time, it can fly considerably faster than usual. The <b>boostPower</b> is the amount of power available for boosting. The <b>boostPowerRate</b> is the rate at which the boost power is replenished. The <b>boostRate</b> is the rate at which boosting uses power. And the <b>boostCooldownDuration</b> is the time the SpaceShip cannot boost, once all the boost power has been used up. Naturally all of these parameters must be non-negative.
54        - The <b>boost shaking</b>, when the SpaceShip boosts, the camera shakes to create a more immersive effect. Two parameters can be used to adjust the effect. The <b>shakeFrequency</b> is the frequency with which the camera shakes. And the <b>shakeAmplitude</b> is the amount with which the camera shakes. Again these parameters must bee non-negative.
55        - The <b>lift</b> creates a more natural flight feeling through the addition of a lift force. There are again tow parameters that can be specified. The <b>lift</b> which is the lift force that is applied. And the <b>stallSpeed</b> which is the forward speed after which no more lift is generated.
56
57        As mentioned @ref orxonox::Engine Engines can be mounted on the SpaceShip. Here is a (primitive) example of a SpaceShip defined in XML:
58        @code
59        <SpaceShip
60            rotationThrust    = 50
61
62            lift = 1;
63            stallSpeed = 220;
64
65            boostPower            = 15
66            boostPowerRate        = 1
67            boostRate             = 5
68            boostCooldownDuration = 10
69
70            shakeFrequency = 15
71            shakeAmplitude = 9
72
73            collisionType     = "dynamic"
74            mass              = 100
75            linearDamping     = 0.7
76            angularDamping    = 0.9999999
77            >
78                <engines>
79                    <Engine />
80                    <Engine />
81                </engines>
82            </SpaceShip>
83        @endcode
84
85    @author
86        Fabian 'x3n' Landau
87    */
88    class _OrxonoxExport SpaceShip : public Pawn
89    {
90        public:
91            SpaceShip(Context* context);
92            virtual ~SpaceShip();
93
94            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
95            virtual void tick(float dt);
96            void setConfigValues();
97
98            /**
99            @brief Move forward or backward,
100            @param value A vector whose first component specifies the amount of movement. Positive means forward, negative means backward.
101            */
102            virtual void moveFrontBack(const Vector2& value)
103                { this->steering_.z -= value.x; }
104            /**
105            @brief Move right or left.
106            @param value A vector whose first component specifies the amount of movement. Positive means right, negative means left.
107            */
108            virtual void moveRightLeft(const Vector2& value)
109                { this->steering_.x += value.x; }
110            /**
111            @brief Move up or down.
112            @param value A vector whose first component specifies the amount of movement. Positive means up, negative means down.
113            */
114            virtual void moveUpDown(const Vector2& value)
115                { this->steering_.y += value.x; }
116
117            virtual void rotateYaw(const Vector2& value); // Rotate in yaw direction.
118            virtual void rotatePitch(const Vector2& value); // Rotate in pitch direction.
119            virtual void rotateRoll(const Vector2& value); // Rotate in roll direction.
120
121            virtual void fire();
122            virtual void boost(bool bBoost); // Starts or stops boosting.
123
124            void addEngine(Engine* engine); // Add an Engine to the SpaceShip.
125            bool hasEngine(Engine* engine) const; // Check whether the SpaceShip has a particular Engine.
126            Engine* getEngine(unsigned int i); // Get the i-th Engine of the SpaceShip.
127            Engine* getEngineByName(const std::string& name);
128            /**
129            @brief Get the list of all Engines that are mounted on the SpaceShip.
130            @return Returns a vector of all Engines of the SpaceShip.
131            */
132            inline const std::vector<Engine*>& getEngineList() const
133                { return this->engineList_; }
134            void removeEngine(Engine* engine); // Remove and destroy all Engines of the SpaceShip.
135            void removeAllEngines(); // Remove a particular Engine from the SpaceShip.
136
137            void addSpeedFactor(float factor); // Add to the speed factor for all engines of the SpaceShip.
138            void addSpeed(float speed); // Add to the speed of all engines of the SpaceShip.
139            float getSpeedFactor() const; // Get the mean speed factor over all engines of the SpaceShip.
140   
141            float getMaxSpeedFront() const; // Get the largest maximal forward speed over all engines of the SpaceShip.
142            float getBoostFactor() const; // Get the mean boost factor over all engines of the SpaceShip.
143
144            /**
145            @brief Set the steering direction of the SpaceShip.
146                   This is set through the user input.
147            @param direction The direction the SpaceShip should steer in.
148            */
149            inline void setSteeringDirection(const Vector3& direction)
150                { this->steering_ = direction; }
151            /**
152            @brief Get the steering direction of the SpaceShip.
153            @return Returns the steering direction of the SpaceShip. The length of the vector is the amount of steering needed.
154            */
155            inline const Vector3& getSteeringDirection() const
156                { return this->steering_; }
157
158            /**
159            @brief Check whether the SpaceShip is currently boosting.
160            @return Returns true if the SpaceShip is boosting, false if not.
161            */
162            inline bool isBoosting() const
163                { return this->bBoost_; }
164            /**
165            @brief Check whether the SpaceShip boost is cooling down.
166            @return Returns true if the SpaceShip is cooling down from boosting.
167            */
168            inline bool isBoostCoolingDown() const
169                { return bBoostCooldown_; }
170
171            /**
172            @brief Set the initial power available for boosting to the input value.
173                   The current boost power is set to the input value as well.
174            @param power The initial boost power. Must be non-negative.
175            */
176            inline void setInitialBoostPower(float power)
177                { OrxAssert(power >= 0.0f, "The boost power must be non-negative."); this->initialBoostPower_ = power; this->boostPower_ = power; }
178            /**
179            @brief Set the rate, at which boost power is recharged, to the input value.
180            @param rate The boost power rate in units per second. Must be non-negative.
181            */
182            inline void setBoostPowerRate(float rate)
183                { OrxAssert(rate >= 0.0f, "The boost power rate must be non-negative."); this->boostPowerRate_ = rate; }
184            /**
185            @brief Set the rate, at which boost power us used up, to the input value.
186            @param rate The boost rate in units per second. Must be non-negative.
187            */
188            inline void setBoostRate(float rate)
189                { OrxAssert(rate >= 0.0f, "The boost rate must be non-negative."); this->boostRate_ = rate; }
190            /**
191            @brief Set the duration for which boosting, if in cooldown, is not possible.
192                   Cooldown is reached if all boost power is depleted.
193            @param duration The cooldown duration in seconds. Must be non-negative.
194            */
195            inline void setBoostCooldownDuration(float duration)
196                { OrxAssert(duration >= 0.0f, "The boost cooldown duration must be non-negative."); this->boostCooldownDuration_ = duration; }
197            /**
198            @brief Set the frequency with which the camera shakes during boosting.
199            @param frequency The frequency in times per second. Must be non-negative.
200            */
201            inline void setShakeFrequency(float frequency)
202                { OrxAssert(frequency >= 0.0f, "The shake frequency must be non-negative."); this->shakeFrequency_ = frequency; }
203            /**
204            @brief Set the amplitude with which the camera shakes during boosting.
205            @param amplitude The amplitude. Must be non-negative.
206            */
207            inline void setShakeAmplitude(float amplitude)
208                { OrxAssert(amplitude >= 0.0f, "The shake amplitude must be non-negative."); this->shakeAmplitude_ = amplitude; }
209
210            /**
211            @brief Get the initial boost power. Is non-negative.
212            @return Returns the initial boost power.
213            */
214            inline float getInitialBoostPower() const
215                { return this->initialBoostPower_; }
216            /**
217            @brief Get the current boost power. Is non-negative.
218            @return Returns the current boost power.
219            */
220            inline float getBoostPower() const
221                { return this->boostPower_; }
222            /**
223            @brief Get the boost power rate.
224            @return Returns the boost power rate in units per second. Is non-negative.
225            */
226            inline float getBoostPowerRate() const
227                { return this->boostPowerRate_; }
228            /**
229            @brief Get the boost rate.
230            @return Returns the boost rate in units per second. Is non-negative.
231            */
232            inline float getBoostRate() const
233                { return this->boostRate_; }
234            /**
235            @brief Get the cooldown duration.
236            @return Returns the cooldown duration in seconds. Is non-negative.
237            */
238            inline float getBoostCooldownDuration() const
239                { return this->boostCooldownDuration_; }
240            /**
241            @brief Get the shake frequency.
242            @return Returns the shake frequency in times per seconds. Is non-negative.
243            */
244            inline float getShakeFrequency() const
245                { return this->shakeFrequency_; }
246            /**
247            @brief Get the shake amplitude.
248            @return Returns the shake amplitude. Is non-negative.
249            */
250            inline float getShakeAmplitude() const
251                { return this->shakeAmplitude_; }
252
253        protected:
254            bool bInvertYAxis_;
255
256            Vector3 steering_; //!< The direction and magnitude of the steering action given through user input.
257
258            float rotationThrust_;               //!< Force with which the SpaceShip rotates.
259            btVector3 localAngularAcceleration_; //!< The acceleration that accounts for angular movement and is used internally.
260
261            bool bBoost_;                 //!< Whether the SpaceShip is currently boosting.
262            bool bBoostCooldown_;         //!< Whether the SpaceShip is currently in boost cooldown, during which boosting is impossible.
263            float initialBoostPower_;     //!< The initial (and maximal) boost power.
264            float boostPower_;            //!< The current boost power.
265            float boostPowerRate_;        //!< The rate at which the boost power is recharged.
266            float boostRate_;             //!< The rate at which boost power is used up.
267            float boostCooldownDuration_; //!< The duration for which boost cooldown is in effect.
268            float shakeFrequency_;        //!< The frequency of the shaking of the camera due to boosting.
269            float shakeAmplitude_;        //!< The amplitude of the shaking of the camera due to boosting.
270
271            float lift_;       //!< The amount of lift that is added.
272            float stallSpeed_; //!< The forward speed where no more lift is added.
273
274        private:
275            void registerVariables();
276            virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const;
277
278            void changedEnableMotionBlur(); // Is called when the enableMotionBlur config value has changed.
279            /**
280            @brief Callback function. Is called when the boost has cooled down.
281            */
282            void boostCooledDown(void)
283                { this->bBoostCooldown_ = false; }
284
285            void shakeCamera(float dt); // Shake the camera for a given time interval.
286            void backupCamera(); // Save the original position and orientation of the camera.
287            void resetCamera(); // Reset the camera to its original position.
288
289            std::vector<Engine*> engineList_; //!< The list of all Engines mounted on this SpaceShip.
290
291            Timer timer_;                          //!< Timer for the cooldown duration.
292            float shakeDt_;                        //!< Temporary variable for the shaking of the camera.
293            Vector3 cameraOriginalPosition_;       //!< The original position of the camera before shaking it.
294            Quaternion cameraOriginalOrientation_; //!< The original orientation of the camera before shaking it.
295
296            Shader* boostBlur_;      //!< A radial blur shader, applied when boosting according to the amount of boosting.
297            float blurStrength_;     //!< The strength of the applied blur.
298            bool bEnableMotionBlur_; //!< Whether motion blur is enabled or not.
299       
300    };
301}
302
303#endif /* _SpaceShip_H__ */
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