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source: code/branches/formationupdate/src/orxonox/worldentities/pawns/SpaceShip.cc @ 9580

Last change on this file since 9580 was 9348, checked in by landauf, 12 years ago

merged branch presentation2012merge back to trunk

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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#include "SpaceShip.h"
30
31#include <BulletDynamics/Dynamics/btRigidBody.h>
32
33#include "core/CoreIncludes.h"
34#include "core/ConfigValueIncludes.h"
35#include "core/Template.h"
36#include "core/XMLPort.h"
37#include "tools/Shader.h"
38#include "util/Math.h"
39
40#include "graphics/Camera.h"
41#include "items/Engine.h"
42
43#include "CameraManager.h"
44#include "Scene.h"
45
46namespace orxonox
47{
48    CreateFactory(SpaceShip);
49
50    SpaceShip::SpaceShip(BaseObject* creator) : Pawn(creator), boostBlur_(NULL)
51    {
52        RegisterObject(SpaceShip);
53
54        this->bInvertYAxis_ = false;
55
56        this->steering_ = Vector3::ZERO;
57
58        this->rotationThrust_ =  10;
59        this->localAngularAcceleration_.setValue(0, 0, 0);
60
61        this->bBoost_ = false;
62        this->bBoostCooldown_ = false;
63        this->initialBoostPower_ = 10.0f;
64        this->boostPower_ = 10.0f;
65        this->boostPowerRate_ = 1.0f;
66        this->boostRate_ = 5.0f;
67        this->boostCooldownDuration_ = 5.0f;
68
69        this->shakeFrequency_ = 15.0f;
70        this->shakeAmplitude_ = 5.0f;
71        this->shakeDt_ = 0.0f;
72        this->cameraOriginalPosition_ = Vector3::UNIT_SCALE;
73        this->cameraOriginalOrientation_ = Quaternion::IDENTITY;
74
75        this->lift_ = 1.0f;
76        this->stallSpeed_ = 220.0f;
77
78        this->setDestroyWhenPlayerLeft(true);
79
80        // SpaceShip is always a physical object per default
81        // Be aware of this call: The collision type legality check will not reach derived classes!
82        this->setCollisionType(WorldEntity::Dynamic);
83        // Get notification about collisions
84        this->enableCollisionCallback();
85
86        this->setConfigValues();
87        this->registerVariables();
88
89    }
90
91    SpaceShip::~SpaceShip()
92    {
93        if (this->isInitialized())
94        {
95            this->removeAllEngines();
96
97            if (this->boostBlur_)
98                this->boostBlur_->destroy();
99        }
100    }
101
102    void SpaceShip::XMLPort(Element& xmlelement, XMLPort::Mode mode)
103    {
104        SUPER(SpaceShip, XMLPort, xmlelement, mode);
105
106        XMLPortParamVariable(SpaceShip, "rotationThrust", rotationThrust_, xmlelement, mode);
107        XMLPortParam(SpaceShip, "boostPower", setInitialBoostPower, getInitialBoostPower, xmlelement, mode);
108        XMLPortParam(SpaceShip, "boostPowerRate", setBoostPowerRate, getBoostPowerRate, xmlelement, mode);
109        XMLPortParam(SpaceShip, "boostRate", setBoostRate, getBoostRate, xmlelement, mode);
110        XMLPortParam(SpaceShip, "boostCooldownDuration", setBoostCooldownDuration, getBoostCooldownDuration, xmlelement, mode);
111        XMLPortParam(SpaceShip, "shakeFrequency", setShakeFrequency, getShakeFrequency, xmlelement, mode);
112        XMLPortParam(SpaceShip, "shakeAmplitude", setShakeAmplitude, getShakeAmplitude, xmlelement, mode);
113        XMLPortParamVariable(SpaceShip, "lift", lift_, xmlelement, mode);
114        XMLPortParamVariable(SpaceShip, "stallSpeed", stallSpeed_, xmlelement, mode);
115
116        XMLPortObject(SpaceShip, Engine, "engines", addEngine, getEngine, xmlelement, mode);
117    }
118
119    void SpaceShip::registerVariables()
120    {
121        registerVariable(this->rotationThrust_, VariableDirection::ToClient);
122        registerVariable(this->boostPower_, VariableDirection::ToClient);
123        registerVariable(this->boostPowerRate_, VariableDirection::ToClient);
124        registerVariable(this->boostRate_, VariableDirection::ToClient);
125        registerVariable(this->boostCooldownDuration_, VariableDirection::ToClient);
126        registerVariable(this->shakeFrequency_, VariableDirection::ToClient);
127        registerVariable(this->shakeAmplitude_, VariableDirection::ToClient);
128        registerVariable(this->lift_, VariableDirection::ToClient);
129        registerVariable(this->stallSpeed_, VariableDirection::ToClient);
130    }
131
132    void SpaceShip::setConfigValues()
133    {
134        SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = ship down).");
135
136        SetConfigValueExternal(bEnableMotionBlur_, "GraphicsSettings", "enableMotionBlur", true)
137            .description("Enable or disable the motion blur effect when moving very fast")
138            .callback(this, &SpaceShip::changedEnableMotionBlur);
139        SetConfigValueExternal(blurStrength_, "GraphicsSettings", "blurStrength", 3.0f)
140            .description("Defines the strength of the motion blur effect");
141    }
142
143    bool SpaceShip::isCollisionTypeLegal(WorldEntity::CollisionType type) const
144    {
145        if (type != WorldEntity::Dynamic)
146        {
147            orxout(internal_warning) << "Cannot tell a SpaceShip not to be dynamic! Ignoring." << endl;
148            assert(false); // Only in debug mode
149            return false;
150        }
151        else
152            return true;
153    }
154
155    void SpaceShip::tick(float dt)
156    {
157        SUPER(SpaceShip, tick, dt);
158
159        // Run the engines
160        for(std::vector<Engine*>::iterator it = this->engineList_.begin(); it != this->engineList_.end(); it++)
161            (*it)->run(dt);
162
163        if (this->hasLocalController())
164        {
165            // If not in mouse look apply the angular movement to the ship.
166            if (!this->isInMouseLook())
167            {
168                this->localAngularAcceleration_ *= this->getLocalInertia() * this->rotationThrust_;
169                this->physicalBody_->applyTorque(physicalBody_->getWorldTransform().getBasis() * this->localAngularAcceleration_);
170            }
171            this->localAngularAcceleration_.setValue(0, 0, 0);
172
173            // If not in boost cooldown, the boost power is recharged up to the initial boost power.
174            if(!this->isBoostCoolingDown() && this->boostPower_ < this->initialBoostPower_)
175            {
176                this->boostPower_ += this->boostPowerRate_*dt;
177            }
178            // If boosting
179            if(this->isBoosting())
180            {
181                // Discount the used power
182                this->boostPower_ -= this->boostRate_*dt;
183                // If the power has been used up boosting is stopped and boost cooldown is initiated.
184                if(this->boostPower_ <= 0.0f)
185                {
186                    this->boost(false);
187                    this->bBoostCooldown_ = true;
188                    this->timer_.setTimer(this->boostCooldownDuration_, false, createExecutor(createFunctor(&SpaceShip::boostCooledDown, this)));
189                }
190
191                // Shake the camera because of the boosting.
192                this->shakeCamera(dt);
193            }
194
195            // Enable Blur depending on settings
196            if(this->bEnableMotionBlur_)
197            {
198                if (this->boostBlur_ == NULL && this->hasLocalController() && this->hasHumanController())
199                {
200                    this->boostBlur_ = new Shader(this->getScene()->getSceneManager());
201                    this->boostBlur_->setCompositorName("Radial Blur");
202                }
203                if (this->boostBlur_)
204                {
205                    float blur = this->blurStrength_ * clamp(-this->getLocalVelocity().z/(this->getMaxSpeedFront()*this->getBoostFactor()), 0.0f, 1.0f);
206
207                    // Show and hide blur effect depending on state of booster
208                    if(this->isBoosting())
209                        this->boostBlur_->setVisible(blur > 0.0f);
210                    else
211                        this->boostBlur_->setVisible(false);
212
213                    this->boostBlur_->setParameter(0, 0, "sampleStrength", blur);
214                }
215            }
216        }
217
218        this->steering_ = Vector3::ZERO;
219    }
220
221    /**
222    @brief
223        Rotate in yaw direction.
224        Due to added lift, can also lead to an additional right-left motion.
225    @param value
226        A vector whose first component specifies the magnitude of the rotation. Positive means yaw left, negative means yaw right.
227    */
228    void SpaceShip::rotateYaw(const Vector2& value)
229    {
230        this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x);
231
232        Pawn::rotateYaw(value);
233
234        // This function call adds a lift to the ship when it is rotating to make it's movement more "realistic" and enhance the feeling.
235        if (this->getLocalVelocity().z < 0 && abs(this->getLocalVelocity().z) < stallSpeed_)
236            this->moveRightLeft(-lift_ / 5.0f * value * sqrt(abs(this->getLocalVelocity().z)));
237    }
238
239    /**
240    @brief
241        Rotate in pitch direction.
242        Due to added left, can also lead to an additional up-down motion.
243    @param value
244        A vector whose first component specifies the magnitude of the rotation. Positive means pitch up, negative means pitch down.
245    */
246    void SpaceShip::rotatePitch(const Vector2& value)
247    {
248        Vector2 pitch = value;
249        if(this->bInvertYAxis_)
250            pitch.x = -pitch.x;
251
252        this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + pitch.x*0.8f);
253
254        Pawn::rotatePitch(pitch);
255
256        // This function call adds a lift to the ship when it is pitching to make it's movement more "realistic" and enhance the feeling.
257        if (this->getLocalVelocity().z < 0 && abs(this->getLocalVelocity().z) < stallSpeed_)
258            this->moveUpDown(lift_ / 5.0f * pitch * sqrt(abs(this->getLocalVelocity().z)));
259    }
260
261    /**
262    @brief
263        Rotate in roll direction.
264    @param value
265        A vector whose first component specifies the magnitude of the rotation. Positive means roll left, negative means roll right.
266    */
267    void SpaceShip::rotateRoll(const Vector2& value)
268    {
269        this->localAngularAcceleration_.setZ(this->localAngularAcceleration_.z() + value.x);
270
271        Pawn::rotateRoll(value);
272    }
273
274    void SpaceShip::fire()
275    {
276    }
277
278    /**
279    @brief
280        Starts or stops boosting.
281    @param bBoost
282        Whether to start or stop boosting.
283    */
284    void SpaceShip::boost(bool bBoost)
285    {
286        // Can only boost if not cooling down.
287        if(bBoost && !this->isBoostCoolingDown())
288        {
289            this->bBoost_ = true;
290            this->backupCamera();
291        }
292        // Stop boosting.
293        if(!bBoost)
294        {
295            this->bBoost_ = false;
296            this->resetCamera();
297        }
298    }
299    /**
300    @brief
301        Add an Engine to the SpaceShip.
302    @param engine
303        A pointer to the Engine to be added.
304    */
305    void SpaceShip::addEngine(orxonox::Engine* engine)
306    {
307        OrxAssert(engine != NULL, "The engine cannot be NULL.");
308        this->engineList_.push_back(engine);
309        engine->addToSpaceShip(this);
310    }
311
312    /**
313    @brief
314        Check whether the SpaceShip has a particular Engine.
315    @param engine
316        A pointer to the Engine to be checked.
317    */
318    bool SpaceShip::hasEngine(Engine* engine) const
319    {
320        for(unsigned int i = 0; i < this->engineList_.size(); i++)
321        {
322            if(this->engineList_[i] == engine)
323                return true;
324        }
325        return false;
326    }
327
328    /**
329    @brief
330        Get the i-th Engine of the SpaceShip.
331    @return
332        Returns a pointer to the i-the Engine. NULL if there is no Engine with that index.
333    */
334    Engine* SpaceShip::getEngine(unsigned int i)
335    {
336        if(this->engineList_.size() >= i)
337            return NULL;
338        else
339            return this->engineList_[i];
340    }
341
342    /**
343    @brief
344        Remove and destroy all Engines of the SpaceShip.
345    */
346    void SpaceShip::removeAllEngines()
347    {
348        while(this->engineList_.size())
349            this->engineList_.back()->destroy();
350    }
351
352    /**
353    @brief
354        Remove a particular Engine from the SpaceShip.
355    @param engine
356        A pointer to the Engine to be removed.
357    */
358    void SpaceShip::removeEngine(Engine* engine)
359    {
360        for(std::vector<Engine*>::iterator it = this->engineList_.begin(); it != this->engineList_.end(); ++it)
361        {
362            if(*it == engine)
363            {
364                this->engineList_.erase(it);
365                return;
366            }
367        }
368    }
369
370    /**
371    @brief
372        Add to the speed factor for all engines of the SpaceShip.
373    @param factor
374        The factor to be added.
375    */
376    void SpaceShip::addSpeedFactor(float factor)
377    {
378        for(unsigned int i=0; i<this->engineList_.size(); i++)
379            this->engineList_[i]->addSpeedMultiply(factor);
380    }
381
382    /**
383    @brief
384        Add to the speed factor for all engines of the SpaceShip.
385    @param speed
386        The speed to be added.
387    */
388    void SpaceShip::addSpeed(float speed)
389    {
390        for(unsigned int i=0; i<this->engineList_.size(); i++)
391            this->engineList_[i]->addSpeedAdd(speed);
392    }
393
394    /**
395    @brief
396        Get the mean speed factor over all engines of the SpaceShip.
397    @return
398        Returns the mean speed factor over all engines of the SpaceShip.
399    */
400    float SpaceShip::getSpeedFactor() const
401    {
402        float sum = 0;
403        unsigned int i = 0;
404        for(; i<this->engineList_.size(); i++)
405            sum += this->engineList_[i]->getSpeedMultiply();
406        return sum/float(i);
407    }
408
409    /**
410    @brief
411        Get the largest maximal forward speed over all engines of the SpaceShip.
412    @return
413        Returns the largest forward speed over all engines of the SpaceShip.
414    */
415    float SpaceShip::getMaxSpeedFront() const
416    {
417        float speed=0;
418        for(unsigned int i=0; i<this->engineList_.size(); i++)
419        {
420            if(this->engineList_[i]->getMaxSpeedFront() > speed)
421                speed = this->engineList_[i]->getMaxSpeedFront();
422        }
423        return speed;
424    }
425
426    /**
427    @brief
428        Get the mean boost factor over all engines of the SpaceShip.
429    @return
430        Returns the mean boost factor over all engines of the SpaceShip.
431    */
432    float SpaceShip::getBoostFactor() const
433    {
434        float sum = 0;
435        unsigned int i=0;
436        for(; i<this->engineList_.size(); i++)
437            sum += this->engineList_[i]->getBoostFactor();
438        return sum/float(i);
439    }
440
441    /**
442    @brief
443        Is called when the enableMotionBlur config value has changed.
444    */
445    void SpaceShip::changedEnableMotionBlur()
446    {
447        if (!this->bEnableMotionBlur_ && this->boostBlur_ != NULL)
448        {
449            this->boostBlur_->destroy();
450            this->boostBlur_ = NULL;
451        }
452    }
453
454    /**
455    @brief
456        Shake the camera for a given time interval.
457    @param dt
458        The time interval in seconds.
459    */
460    void SpaceShip::shakeCamera(float dt)
461    {
462        // Make sure the ship is only shaking if it's moving forward and above the maximal forward speed.
463        if (-this->getLocalVelocity().z > this->getMaxSpeedFront())
464        {
465            this->shakeDt_ += dt;
466
467            float frequency = this->shakeFrequency_ * (square(abs(this->getLocalVelocity().z)));
468
469            if (this->shakeDt_ >= 1.0f/frequency)
470                this->shakeDt_ -= 1.0f/frequency;
471
472            Degree angle = Degree(sin(this->shakeDt_ * math::twoPi * frequency) * this->shakeAmplitude_);
473
474            Camera* camera = this->getCamera();
475            //Shaking Camera effect
476            if (camera != 0)
477                camera->setOrientation(Vector3::UNIT_X, angle);
478
479        }
480        // If the camera is no shaking, reset it.
481        else
482            this->resetCamera();
483    }
484
485    /**
486    @brief
487        Save the original position and orientation of the camera.
488    */
489    void SpaceShip::backupCamera()
490    {
491        Camera* camera = CameraManager::getInstance().getActiveCamera();
492        if(camera != NULL)
493        {
494            this->cameraOriginalPosition_ = camera->getPosition();
495            this->cameraOriginalOrientation_ = camera->getOrientation();
496        }
497    }
498
499    /**
500    @brief
501        Reset the camera to its original position.
502    */
503    void SpaceShip::resetCamera()
504    {
505        if(this->hasLocalController() && this->hasHumanController())
506        {
507            Camera *camera = this->getCamera();
508            if (camera == 0)
509            {
510                orxout(internal_warning) << "Failed to reset camera!" << endl;
511                return;
512            }
513            this->shakeDt_ = 0.0f;
514            camera->setPosition(this->cameraOriginalPosition_);
515            camera->setOrientation(this->cameraOriginalOrientation_);
516        }
517    }
518
519}
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