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source: code/branches/main_reto_vs05/src/orxonox_ship.cc @ 158

Last change on this file since 158 was 157, checked in by rgrieder, 17 years ago
  • replaced the files in the new 'real' branch with my own files
  • nothing was deleted and then added again, that was already in the folder (e.g. media, src, bin, etc.)
  • added a few files in the media folder (textures required for my program to work)
  • no dll's added
File size: 5.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *
4 *
5 *   License notice:
6 *
7 *   This program is free software: you can redistribute it and/or modify
8 *   it under the terms of the GNU General Public License as published by
9 *   the Free Software Foundation, either version 3 of the License, or
10 *   (at your option) any later version.
11 *
12 *   This program is distributed in the hope that it will be useful,
13 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
14 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 *   GNU General Public License for more details.
16 *
17 *   You should have received a copy of the GNU General Public License
18 *   along with this program.  If not, see <http://www.gnu.org/licenses/>.
19 *
20 *
21 *   Author:
22 *      Reto Grieder
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28/**
29* Base class for any kind of flyable ship in Orxonox.
30*
31* The ship offers steering methods (like left, right, etc.) and translates
32* them into movement. A ship can also hold more than one weapons (where each
33* of these can be replaced during the game). This means that a ship can have
34* many WeaponManagers but only one MunitionManager (independant object that
35* is referenced in each WeaponManager).
36* Furthermore a ship in Orxonox is responsible for its visualization, which is
37* why it receives a pointer to the SceneManager.
38*/
39
40
41#include "orxonox_ship.h"
42
43
44/**
45* Standard constructor, that only initalizes a few variables. Some of them
46* could be made static, since any new ship would be derived from the BaseShip.
47* Or even better: write config files for each ship so that manipulating
48* its properties would be even easier.
49* @param mSceneMgr The current main SceneManager
50* @param mNode The scene node which the ship will be attached to later.
51*/
52OrxonoxShip::OrxonoxShip(SceneManager *mSceneMgr, SceneNode *mNode)
53            : mSceneMgr(mSceneMgr), mRootNode(mNode), speed(Vector3(0, 0, 0)),
54      baseThrust(1000), thrust(0), sideThrust(0), n(0),
55        bulletSpeed(400)
56{
57}
58
59
60/**
61* Standard destructor.
62* Doesn't have any work to do yet.
63*/
64OrxonoxShip::~OrxonoxShip()
65{
66}
67
68
69/**
70* Initialises everything.
71* Once that ResourceGroups are organised, this method loads them.
72* It might be an idea to make this function static in order for the
73* SceneManger to call the initialise method of every needed class (macros..)
74*/
75bool OrxonoxShip::initialise()
76{
77        // load all the resources needed (no resource groups yet,
78  // so the allInit is not executed!)
79        // ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
80
81        // create the "space ship" (currently a fish..)
82        // TODO: names must be unique! use static variables..
83        mShip = mSceneMgr->createEntity("Ship", "fish.mesh");
84        SceneNode *fishNode = mRootNode->createChildSceneNode("fishNode");
85        fishNode->yaw(Degree(-90));
86        fishNode->attachObject(mShip);
87        fishNode->setScale(Vector3(10, 10, 10));
88
89        return true;
90}
91
92
93/**
94* Gets the ship to accelerate in the current direction.
95* The value should be between 0 and 1, with one beeing full thrust and 0 none.
96* @param value Acceleration between 0 and 1
97*/
98void OrxonoxShip::setThrust(const Real value)
99{
100        thrust = value * baseThrust;
101}
102
103
104/**
105* Gets the ship to accelerate sideways regarding the current direction.
106* The value should be between 0 and 1, with one beeing full thrust and 0 none.
107* @param value Acceleration between 0 and 1
108*/
109void OrxonoxShip::setSideThrust(const Real value)
110{
111        sideThrust = value * baseThrust;
112}
113
114
115/**
116* Rotate the ship along with the camera up and down.
117* @param angle Pitch value.
118*/
119void OrxonoxShip::turnUpAndDown(const Radian &angle)
120{
121  RootNode_->pitch(angle, Ogre::Node::TransformSpace::TS_LOCAL);
122}
123
124
125/**
126* Rotate the ship along with the camera left and right.
127* @param angle Yaw value.
128*/
129void OrxonoxShip::turnLeftAndRight(const Radian &angle)
130{
131  RootNode_->yaw(angle, Ogre::Node::TransformSpace::TS_PARENT);
132}
133
134
135/**
136* Fire a bullet (Entity with SceneNode).
137* This method creates a new Entity plus a SceneNode. But be sure not make
138* the new Node a child of RootNode_!
139*/
140Bullet* OrxonoxShip::fire()
141{
142        // TODO: Names must be unique!
143        SceneNode *temp = RootNode_->getParentSceneNode()->createChildSceneNode(
144        "BulletNode" + StringConverter::toString(objectCounter_));
145        temp->setOrientation(RootNode_->getOrientation());
146        temp->setPosition(RootNode_->getPosition());
147        temp->setScale(Vector3(1, 1, 1) * 10);
148        temp->yaw(Degree(-90));
149        return new Bullet(temp, mSceneMgr->createEntity("bullet"
150        + StringConverter::toString(objectCounter_++), "Barrel.mesh"), speed
151        + (RootNode_->getOrientation() * Vector3(0, 0, -1)).normalisedCopy()
152        * bulletSpeed_);
153}
154
155
156/**
157* Standard tick() function.
158* Currently, only the speed is applied according to the thrust values.
159* @param time Absolute time.
160* @param deltaTime Relative time.
161*/
162bool OrxonoxShip::tick(unsigned long time, Real deltaTime)
163{
164  Quaternion quad = mRootNode->getOrientation();
165  quad.normalise();
166  speed += quad * Vector3(0, 0, -1) * currentThrust_ * deltaTime;
167        speed += quad * Vector3(-1, 0,  0) * current_SideThrust_ * deltaTime;
168
169        RootNode_->translate(currentSpeed_ * deltaTime);
170
171        return true;
172}
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