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source: code/branches/main_reto_vs05/src/orxonox_ship.cc @ 190

Last change on this file since 190 was 189, checked in by rgrieder, 17 years ago
  • InertialNode bare construct written
  • Orxonox starts and one can make barrels fly correctly
File size: 6.5 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#include "OgreSceneManager.h"
29#include "OgreSceneNode.h"
30#include "OgreEntity.h"
31#include "OgreVector3.h"
32#include "OgreStringConverter.h"
33
34#include "bullet.h"
35#include "bullet_manager.h"
36#include "inertial_node.h"
37#include "weapon_manager.h"
38
39#include "orxonox_ship.h"
40
41
42namespace orxonox {
43  using namespace Ogre;
44  using namespace weapon;
45
46  /**
47  * Base class for any kind of flyable ship in Orxonox.
48  *
49  * The ship offers steering methods (like left, right, etc.) and translates
50  * them into movement. A ship can also hold more than one weapons (where each
51  * of these can be replaced during the game). This means that a ship can have
52  * many WeaponManagers but only one MunitionManager (independant object that
53  * is referenced in each WeaponManager).
54  * Furthermore a ship in Orxonox is responsible for its visualization, which is
55  * why it receives a pointer to the SceneManager.
56  */
57
58
59  /**
60  * Standard constructor, that only initalizes a few variables. Some of them
61  * could be made static, since any new ship would be derived from the BaseShip.
62  * Or even better: write config files for each ship so that manipulating
63  * its properties would be even easier.
64  * @param mSceneMgr The current main SceneManager
65  * @param mNode The scene node which the ship will be attached to later.
66  */
67  OrxonoxShip::OrxonoxShip(SceneManager *sceneMgr, SceneNode *node,
68        BulletManager *bulletManager)
69              : sceneMgr_(sceneMgr), //currentSpeed_(Vector3(0, 0, 0)),
70        baseThrust_(1000), currentThrust_(Vector3::ZERO),
71        objectCounter_(0), bulletManager_(bulletManager)//, bulletSpeed_(400)
72  {
73    rootNode_ = new InertialNode(node, Vector3::ZERO);
74  }
75
76
77  /**
78  * Standard destructor.
79  * Doesn't have any work to do yet.
80  */
81  OrxonoxShip::~OrxonoxShip()
82  {
83    if (mainWeapon_)
84      delete mainWeapon_;
85    if (rootNode_)
86      delete rootNode_;
87  }
88
89
90  /**
91  * Initialises everything.
92  * Once that ResourceGroups are organised, this method loads them.
93  * It might be an idea to make this function static in order for the
94  * SceneManger to call the initialise method of every needed class (macros..)
95  * @return Returns false when failed.
96  */
97  bool OrxonoxShip::initialise()
98  {
99          // load all the resources needed (no resource groups yet,
100    // so the allInit is not executed!)
101          // ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
102
103          // create the "space ship" (currently a fish..)
104          // TODO: names must be unique! use static variables..
105          shipEntity_ = sceneMgr_->createEntity("Ship", "fish.mesh");
106          InertialNode *fishNode = rootNode_->createChildNode();
107    fishNode->getSceneNode()->yaw(Degree(-90));
108          fishNode->getSceneNode()->attachObject(shipEntity_);
109          fishNode->getSceneNode()->setScale(Vector3(10, 10, 10));
110
111    // initialise weapon(s)
112    InertialNode *mainWeaponNode = rootNode_->createChildNode();
113    mainWeapon_ = new WeaponManager(sceneMgr_, mainWeaponNode,
114          bulletManager_, 1);
115    mainWeapon_->addWeapon("Barrel Gun");
116
117          return true;
118  }
119
120
121  /**
122  * Gets the ship to accelerate in the current direction.
123  * The value should be between 0 and 1, with one beeing full thrust and 0 none
124  * @param value Acceleration between 0 and 1
125  */
126  void OrxonoxShip::setMainThrust(const Real value)
127  {
128    currentThrust_.z = value * baseThrust_;
129  }
130
131
132  /**
133  * Gets the ship to accelerate sideways regarding the current direction.
134  * The value should be between 0 and 1, with one beeing full thrust and 0 none
135  * @param value Acceleration between 0 and 1
136  */
137  void OrxonoxShip::setSideThrust(const Real value)
138  {
139    currentThrust_.x = value * baseThrust_;
140  }
141
142
143  /**
144  * Gets the ship to accelerate up and down.
145  * The value should be between 0 and 1, with one beeing full thrust and 0 none
146  * @param value Acceleration between 0 and 1
147  */
148  void OrxonoxShip::setYThrust(const Real value)
149  {
150    currentThrust_.y = value * baseThrust_;
151  }
152
153
154  /**
155  * Rotate the ship along with the camera up and down.
156  * @param angle Pitch value.
157  */
158  void OrxonoxShip::turnUpAndDown(const Radian &angle)
159  {
160    rootNode_->getSceneNode()->pitch(-angle, Node::TS_LOCAL);
161  }
162
163
164  /**
165  * Rotate the ship along with the camera left and right.
166  * @param angle Yaw value.
167  */
168  void OrxonoxShip::turnLeftAndRight(const Radian &angle)
169  {
170    rootNode_->getSceneNode()->yaw(-angle, Node::TS_PARENT);
171  }
172
173
174  /**
175  * Returns the current speed of the ship according to its parent node.
176  * @return The current speed.
177  */
178  Vector3 OrxonoxShip::getSpeed()
179  {
180    return rootNode_->getSpeed();
181  }
182
183  /**
184  * Returns the ship's root SceneNode.
185  * @return The Root Node.
186  */
187  InertialNode* OrxonoxShip::getRootNode()
188  {
189    return rootNode_;
190  }
191
192
193  /**
194  * Fire a bullet (Entity with SceneNode).
195  * This method creates a new Entity plus a SceneNode. But be sure not make
196  * the new Node a child of RootNode_!
197  * @return Bullet containing speed and entity.
198  */
199  void OrxonoxShip::fire()
200  {
201    mainWeapon_->primaryFireRequest();
202  }
203
204
205  /**
206  * Standard tick() function.
207  * Currently, only the speed is applied according to the thrust values.
208  * @param time Absolute time.
209  * @param deltaTime Relative time.
210  * @return Return true to continue render
211  */
212  bool OrxonoxShip::tick(unsigned long time, Real deltaTime)
213  {
214    mainWeapon_->tick(time, deltaTime);
215
216    Quaternion quad = rootNode_->getSceneNode()->getOrientation();
217    quad.normalise();
218    rootNode_->addSpeed(quad * (Vector3(-1, -1, -1) * currentThrust_) * deltaTime);
219
220    rootNode_->getSceneNode()->translate(rootNode_->getSpeed() * deltaTime);
221
222          return true;
223  }
224
225}
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