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source: code/branches/hud/src/modules/objects/SpaceBoundaries.cc @ 8907

Last change on this file since 8907 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 10.9 KB
Line 
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/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    CreateFactory(SpaceBoundaries);
45
46    SpaceBoundaries::SpaceBoundaries(BaseObject* creator) : StaticEntity(creator)
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( std::vector<BillboardAdministration>::iterator current = this->billboards_.begin(); current != this->billboards_.end(); current++)
62            {
63                if( current->billy != NULL)
64                {
65                    delete current->billy;
66                }
67            }
68            this->billboards_.clear();
69        }
70    }
71
72    void SpaceBoundaries::checkWhoIsIn()
73    {
74        pawnsIn_.clear();
75        for(ObjectListIterator<Pawn> current = ObjectList<Pawn>::begin(); current != ObjectList<Pawn>::end(); ++current)
76        {
77            Pawn* currentPawn = *current;
78            if( this->reaction_ == 0 )
79            {
80                float distance = this->computeDistance(currentPawn);
81                if(distance <= this->maxDistance_)
82                {
83                    pawnsIn_.push_back(currentPawn);
84                }
85            } else if (this->reaction_ == 2) {
86                float distance = this->computeDistance(currentPawn);
87                if(distance >= this->maxDistance_)
88                {
89                    pawnsIn_.push_back(currentPawn);
90                }
91            } else {
92                pawnsIn_.push_back(currentPawn);
93            }
94        }
95    }
96
97    void SpaceBoundaries::positionBillboard(const Vector3& position, float alpha)
98    {
99        size_t current;
100        for (current = 0; current < this->billboards_.size(); ++current)
101            if (!this->billboards_[current].usedYet)
102                break;
103
104        if (current == this->billboards_.size())
105        {
106            Billboard* billboard = new Billboard(this);
107            billboard->setPosition(position);
108            billboard->setSyncMode(ObjectDirection::None);
109            this->setBillboardOptions(billboard);
110            BillboardAdministration ba = {true, billboard};
111            this->billboards_.push_back(ba);
112        }
113
114        this->billboards_[current].billy->setPosition(position);
115        this->billboards_[current].billy->setVisible(true);
116        this->billboards_[current].billy->setColour(ColourValue(1, 1, 1, alpha));
117        this->billboards_[current].usedYet = true;
118
119        Vector3 directionVector = (this->getPosition() - position).normalisedCopy(); // vector from the position of the billboard to the center of the sphere
120        this->billboards_[current].billy->setCommonDirection(directionVector);
121
122        Vector3 upVector = Vector3(directionVector.z, directionVector.z, -(directionVector.x + directionVector.y)); // vector perpendicular to the direction vector
123        upVector.normalise();
124        this->billboards_[current].billy->setCommonUpVector(upVector);
125    }
126
127    void SpaceBoundaries::setBillboardOptions(Billboard *billy)
128    {
129        if(billy != NULL)
130        {
131            billy->setMaterial("Grid");
132            billy->setBillboardType(Ogre::BBT_PERPENDICULAR_COMMON);
133            billy->setDefaultDimensions(150, 150);
134            billy->setVisible(true);
135        }
136    }
137
138    void SpaceBoundaries::removeAllBillboards()
139    {
140        for( std::vector<BillboardAdministration>::iterator current = this->billboards_.begin(); current != this->billboards_.end(); current++ )
141        {
142            current->usedYet = false;
143            current->billy->setVisible(false);
144        }
145    }
146
147    void SpaceBoundaries::setMaxDistance(float r)
148    {
149        this->maxDistance_ = r;
150    }
151    float SpaceBoundaries::getMaxDistance()
152    {
153        return this->maxDistance_;
154    }
155
156    void SpaceBoundaries::setWarnDistance(float r)
157    {
158        this->warnDistance_ = r;
159    }
160    float SpaceBoundaries::getWarnDistance()
161    {
162        return this->warnDistance_;
163    }
164
165    void SpaceBoundaries::setShowDistance(float r)
166    {
167        this->showDistance_ = r;
168    }
169    float SpaceBoundaries::getShowDistance()
170    {
171        return this->showDistance_;
172    }
173
174    void SpaceBoundaries::setHealthDecrease(float amount)
175    {
176        this->healthDecrease_ = amount/1000;
177    }
178    float SpaceBoundaries::getHealthDecrease()
179    {
180        return this->healthDecrease_;
181    }
182
183    void SpaceBoundaries::setReaction(int mode)
184    {
185        this->reaction_ = mode;
186    }
187    int SpaceBoundaries::getReaction()
188    {
189        return this->reaction_;
190    }
191
192    void SpaceBoundaries::XMLPort(Element& xmlelement, XMLPort::Mode mode)
193    {
194        SUPER(SpaceBoundaries, XMLPort, xmlelement, mode);
195
196        XMLPortParam(SpaceBoundaries, "maxDistance", setMaxDistance, getMaxDistance, xmlelement, mode);
197        XMLPortParam(SpaceBoundaries, "warnDistance", setWarnDistance, getWarnDistance, xmlelement, mode);
198        XMLPortParam(SpaceBoundaries, "showDistance", setShowDistance, getShowDistance, xmlelement, mode);
199        XMLPortParam(SpaceBoundaries, "healthDecrease", setHealthDecrease, getHealthDecrease, xmlelement, mode);
200        XMLPortParam(SpaceBoundaries, "reactionMode", setReaction, getReaction, xmlelement, mode);
201    }
202
203    void SpaceBoundaries::tick(float dt)
204    {
205        this->checkWhoIsIn();
206        this->removeAllBillboards();
207
208        float distance;
209        bool humanItem;
210        for( std::list<WeakPtr<Pawn> >::iterator current = pawnsIn_.begin(); current != pawnsIn_.end(); current++ )
211        {
212            Pawn* currentPawn = current->get();
213            if( currentPawn && currentPawn->getNode() ) 
214            {
215                distance = this->computeDistance(currentPawn);
216                humanItem = this->isHumanPlayer(currentPawn);
217//                orxout() << "Distance:" << distance << endl; // message for debugging
218                if(distance > this->warnDistance_ && distance < this->maxDistance_) // Display warning
219                {
220                    if(humanItem)
221                    {
222                        this->displayWarning("Attention! You are close to the boundary!");
223                    }
224                }
225                if(/* humanItem &&*/ abs(this->maxDistance_ - distance) < this->showDistance_ )
226                {
227                    this->displayBoundaries(currentPawn, 1.0f - fabs(this->maxDistance_ - distance) / this->showDistance_); // Show the boundary
228                }
229                if(distance > this->maxDistance_ && (this->reaction_ == 1) )
230                {
231                    if( humanItem )
232                    {
233//                        orxout() << "Health should be decreasing!" << endl;
234                        this->displayWarning("You are out of the area now!");
235                    }
236                    currentPawn->removeHealth( (distance - this->maxDistance_) * this->healthDecrease_);
237                }
238                if( (this->reaction_ == 0) && (distance + 100 > this->maxDistance_)) // Exception: A Pawn can't move more than 100 units per tick.
239                {
240                    this->conditionalBounceBack(currentPawn, distance, dt);
241                }
242                if( this->reaction_ == 2 && (distance - 100 < this->maxDistance_) )
243                {
244                    this->conditionalBounceBack(currentPawn, distance, dt);
245                }
246            }
247        }
248    }
249
250    float SpaceBoundaries::computeDistance(WorldEntity *item)
251    {
252        if(item != NULL)
253        {
254            Vector3 itemPosition = item->getPosition();
255            return (itemPosition.distance(this->getPosition()));
256        } else {
257            return -1;
258        }
259    }
260
261    void SpaceBoundaries::displayWarning(const std::string warnText)
262    {
263        // TODO
264    }
265
266    void SpaceBoundaries::displayBoundaries(Pawn *item, float alpha)
267    {
268
269        Vector3 direction = item->getPosition() - this->getPosition();
270        direction.normalise();
271
272        Vector3 boundaryPosition = this->getPosition() + direction * this->maxDistance_;
273
274        this->positionBillboard(boundaryPosition, alpha);
275    }
276
277    void SpaceBoundaries::conditionalBounceBack(Pawn *item, float currentDistance, float dt)
278    {
279        Vector3 normal = item->getPosition() - this->getPosition();
280        normal.normalise();
281        Vector3 velocity = item->getVelocity();
282        float normalSpeed = item->getVelocity().dotProduct(normal);
283
284        /* Check, whether the Pawn would leave the boundary in the next tick, if so send it back. */
285        if( this->reaction_ == 0 && currentDistance + normalSpeed * dt > this->maxDistance_ - 10 ) // -10: "security measure"
286        {
287            bounceBack(item, &normal, &velocity);
288        } else if (this->reaction_ == 2 && currentDistance - normalSpeed * dt < this->maxDistance_ + 10 ) // 10: "security measure"
289        {
290            normal = normal * (-1);
291            bounceBack(item, &normal, &velocity);
292        }
293    }
294
295    void SpaceBoundaries::bounceBack(Pawn *item, Vector3 *normal, Vector3 *velocity)
296    {
297        float dampingFactor = 0.5;
298        *velocity = velocity->reflect(*normal);
299        Vector3 acceleration = item->getAcceleration();
300        acceleration = acceleration.reflect(*normal);
301
302        item->lookAt( *velocity + this->getPosition() );
303
304        item->setAcceleration(acceleration * dampingFactor);
305        item->setVelocity(*velocity * dampingFactor);
306
307        item->setPosition( item->getPosition() - *normal * 10 ); // Set the position of the Pawn to be well inside the boundary.
308    }
309
310    bool SpaceBoundaries::isHumanPlayer(Pawn *item)
311    {
312        if(item != NULL)
313        {
314            if(item->getPlayer())
315            {
316                return item->getPlayer()->isHumanPlayer();
317            }
318        }
319        return false;
320    }
321
322}
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