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source: code/branches/cegui0.8/src/modules/objects/SpaceBoundaries.cc @ 11843

Last change on this file since 11843 was 11105, checked in by fvultier, 9 years ago

Removed wrong comments in Jump minigame. These comments were artifacts from copy paste.

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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 *      Maurus Kaufmann
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "SpaceBoundaries.h"
30
31#include <OgreBillboardSet.h>
32
33#include "core/CoreIncludes.h"
34#include "core/object/ObjectListIterator.h"
35#include "core/XMLPort.h"
36
37#include "graphics/Billboard.h"
38#include "infos/PlayerInfo.h"
39#include "worldentities/WorldEntity.h"
40#include "worldentities/pawns/Pawn.h"
41
42namespace orxonox
43{
44    RegisterClass(SpaceBoundaries);
45
46    SpaceBoundaries::SpaceBoundaries(Context* context) : StaticEntity(context)
47    {
48        RegisterObject(SpaceBoundaries);
49
50        this->setMaxDistance(3000);
51        this->setWarnDistance(this->getMaxDistance());
52        this->setShowDistance(this->getMaxDistance());
53        this->setReaction(0);
54    }
55    SpaceBoundaries::~SpaceBoundaries()
56    {
57        if (this->isInitialized())
58        {
59            this->pawnsIn_.clear();
60
61            for(BillboardAdministration& billboard : this->billboards_)
62            {
63                if( billboard.billy != nullptr)
64                {
65                    delete billboard.billy;
66                }
67            }
68            this->billboards_.clear();
69        }
70    }
71
72    void SpaceBoundaries::checkWhoIsIn()
73    {
74        pawnsIn_.clear();
75        for(Pawn* currentPawn : ObjectList<Pawn>())
76        {
77            if( this->reaction_ == 0 )
78            {
79                float distance = this->computeDistance(currentPawn);
80                if(distance <= this->maxDistance_)
81                {
82                    pawnsIn_.push_back(currentPawn);
83                }
84            }
85            else if (this->reaction_ == 2)
86            {
87                float distance = this->computeDistance(currentPawn);
88                if(distance >= this->maxDistance_)
89                {
90                    pawnsIn_.push_back(currentPawn);
91                }
92            }
93            else
94            {
95                pawnsIn_.push_back(currentPawn);
96            }
97        }
98    }
99
100    void SpaceBoundaries::positionBillboard(const Vector3& position, float alpha)
101    {
102        size_t current;
103        for (current = 0; current < this->billboards_.size(); ++current)
104            if (!this->billboards_[current].usedYet)
105                break;
106
107        if (current == this->billboards_.size())
108        {
109            Billboard* billboard = new Billboard(this->getContext());
110            billboard->setPosition(position);
111            billboard->setSyncMode(ObjectDirection::None);
112            this->setBillboardOptions(billboard);
113            BillboardAdministration ba = {true, billboard};
114            this->billboards_.push_back(ba);
115        }
116
117        this->billboards_[current].billy->setPosition(position);
118        this->billboards_[current].billy->setVisible(true);
119        this->billboards_[current].billy->setColour(ColourValue(1, 1, 1, alpha));
120        this->billboards_[current].usedYet = true;
121
122        Vector3 directionVector = (this->getWorldPosition() - position).normalisedCopy(); // vector from the position of the billboard to the center of the sphere
123        this->billboards_[current].billy->setCommonDirection(directionVector);
124
125        Vector3 upVector = Vector3(directionVector.z, directionVector.z, -(directionVector.x + directionVector.y)); // vector perpendicular to the direction vector
126        upVector.normalise();
127        this->billboards_[current].billy->setCommonUpVector(upVector);
128    }
129
130    void SpaceBoundaries::setBillboardOptions(Billboard *billy)
131    {
132        if(billy != nullptr)
133        {
134            billy->setMaterial("Grid");
135            billy->setBillboardType(Ogre::BBT_PERPENDICULAR_COMMON);
136            billy->setDefaultDimensions(150, 150);
137            billy->setVisible(true);
138        }
139    }
140
141    void SpaceBoundaries::removeAllBillboards()
142    {
143        for(BillboardAdministration& billboard : this->billboards_)
144        {
145            billboard.usedYet = false;
146            billboard.billy->setVisible(false);
147        }
148    }
149
150    void SpaceBoundaries::setMaxDistance(float r)
151    {
152        this->maxDistance_ = r;
153    }
154    float SpaceBoundaries::getMaxDistance()
155    {
156        return this->maxDistance_;
157    }
158
159    void SpaceBoundaries::setWarnDistance(float r)
160    {
161        this->warnDistance_ = r;
162    }
163    float SpaceBoundaries::getWarnDistance()
164    {
165        return this->warnDistance_;
166    }
167
168    void SpaceBoundaries::setShowDistance(float r)
169    {
170        this->showDistance_ = r;
171    }
172    float SpaceBoundaries::getShowDistance()
173    {
174        return this->showDistance_;
175    }
176
177    void SpaceBoundaries::setHealthDecrease(float amount)
178    {
179        this->healthDecrease_ = amount/1000;
180    }
181    float SpaceBoundaries::getHealthDecrease()
182    {
183        return this->healthDecrease_;
184    }
185
186    void SpaceBoundaries::setReaction(int mode)
187    {
188        this->reaction_ = mode;
189    }
190    int SpaceBoundaries::getReaction()
191    {
192        return this->reaction_;
193    }
194
195    void SpaceBoundaries::XMLPort(Element& xmlelement, XMLPort::Mode mode)
196    {
197        SUPER(SpaceBoundaries, XMLPort, xmlelement, mode);
198
199        XMLPortParam(SpaceBoundaries, "maxDistance", setMaxDistance, getMaxDistance, xmlelement, mode);
200        XMLPortParam(SpaceBoundaries, "warnDistance", setWarnDistance, getWarnDistance, xmlelement, mode);
201        XMLPortParam(SpaceBoundaries, "showDistance", setShowDistance, getShowDistance, xmlelement, mode);
202        XMLPortParam(SpaceBoundaries, "healthDecrease", setHealthDecrease, getHealthDecrease, xmlelement, mode);
203        XMLPortParam(SpaceBoundaries, "reactionMode", setReaction, getReaction, xmlelement, mode);
204    }
205
206    void SpaceBoundaries::tick(float dt)
207    {
208        this->checkWhoIsIn();
209        this->removeAllBillboards();
210
211        if(!this->isActive())
212            return;
213
214        float distance;
215        bool humanItem;
216        for(Pawn* currentPawn : pawnsIn_)
217        {
218            if( currentPawn && currentPawn->getNode() ) 
219            {
220                distance = this->computeDistance(currentPawn);
221                humanItem = this->isHumanPlayer(currentPawn);
222//                orxout() << "Distance:" << distance << endl; // message for debugging
223                if(distance > this->warnDistance_ && distance < this->maxDistance_) // Display warning
224                {
225                    if(humanItem)
226                    {
227                        this->displayWarning("Attention! You are close to the boundary!");
228                    }
229                }
230                if(/* humanItem &&*/ std::abs(this->maxDistance_ - distance) < this->showDistance_ )
231                {
232                    this->displayBoundaries(currentPawn, 1.0f - fabs(this->maxDistance_ - distance) / this->showDistance_); // Show the boundary
233                }
234                if(distance > this->maxDistance_ && (this->reaction_ == 1) )
235                {
236                    if( humanItem )
237                    {
238//                        orxout() << "Health should be decreasing!" << endl;
239                        this->displayWarning("You are out of the area now!");
240                    }
241                    currentPawn->removeHealth( (distance - this->maxDistance_) * this->healthDecrease_);
242                }
243                if( (this->reaction_ == 0) && (distance + 100 > this->maxDistance_)) // Exception: A Pawn can't move more than 100 units per tick.
244                {
245                    this->conditionalBounceBack(currentPawn, distance, dt);
246                }
247                if( this->reaction_ == 2 && (distance - 100 < this->maxDistance_) )
248                {
249                    this->conditionalBounceBack(currentPawn, distance, dt);
250                }
251            }
252        }
253    }
254
255    float SpaceBoundaries::computeDistance(WorldEntity *item)
256    {
257        if(item != nullptr)
258        {
259            Vector3 itemPosition = item->getWorldPosition();
260            return (itemPosition.distance(this->getWorldPosition()));
261        } else {
262            return -1;
263        }
264    }
265
266    void SpaceBoundaries::displayWarning(const std::string warnText)
267    {
268        // TODO
269    }
270
271    void SpaceBoundaries::displayBoundaries(Pawn *item, float alpha)
272    {
273
274        Vector3 direction = item->getWorldPosition() - this->getWorldPosition();
275        direction.normalise();
276
277        Vector3 boundaryPosition = this->getWorldPosition() + direction * this->maxDistance_;
278
279        this->positionBillboard(boundaryPosition, alpha);
280    }
281
282    void SpaceBoundaries::conditionalBounceBack(Pawn *item, float currentDistance, float dt)
283    {
284        Vector3 normal = item->getWorldPosition() - this->getWorldPosition();
285        normal.normalise();
286        Vector3 velocity = item->getVelocity();
287        float normalSpeed = item->getVelocity().dotProduct(normal);
288
289        /* Check, whether the Pawn would leave the boundary in the next tick, if so send it back. */
290        if( this->reaction_ == 0 && currentDistance + normalSpeed * dt > this->maxDistance_ - 10 ) // -10: "security measure"
291        {
292            bounceBack(item, &normal, &velocity);
293        } else if (this->reaction_ == 2 && currentDistance - normalSpeed * dt < this->maxDistance_ + 10 ) // 10: "security measure"
294        {
295            normal = normal * (-1);
296            bounceBack(item, &normal, &velocity);
297        }
298    }
299
300    void SpaceBoundaries::bounceBack(Pawn *item, Vector3 *normal, Vector3 *velocity)
301    {
302        float dampingFactor = 0.5;
303        *velocity = velocity->reflect(*normal);
304        Vector3 acceleration = item->getAcceleration();
305        acceleration = acceleration.reflect(*normal);
306
307        item->lookAt( *velocity + this->getWorldPosition() );
308
309        item->setAcceleration(acceleration * dampingFactor);
310        item->setVelocity(*velocity * dampingFactor);
311
312        item->setPosition( item->getWorldPosition() - *normal * 10 ); // Set the position of the Pawn to be well inside the boundary.
313    }
314
315    bool SpaceBoundaries::isHumanPlayer(Pawn *item)
316    {
317        if(item != nullptr)
318        {
319            if(item->getPlayer())
320            {
321                return item->getPlayer()->isHumanPlayer();
322            }
323        }
324        return false;
325    }
326
327}
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