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source: code/branches/presentation/src/modules/objects/SpaceBoundaries.cc @ 8687

Last change on this file since 8687 was 8660, checked in by landauf, 14 years ago

added fade in/out effect for space boundaries (alpha value, based on distance)

  • Property svn:eol-style set to native
File size: 11.0 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            this->setBillboardOptions(billboard);
109            BillboardAdministration ba = {true, billboard};
110            this->billboards_.push_back(ba);
111        }
112
113        this->billboards_[current].billy->setPosition(position);
114        this->billboards_[current].billy->setVisible(true);
115        this->billboards_[current].billy->setColour(ColourValue(1, 1, 1, alpha));
116        this->billboards_[current].usedYet = true;
117
118        Vector3 directionVector = (this->getPosition() - position).normalisedCopy(); // vector from the position of the billboard to the center of the sphere
119        this->billboards_[current].billy->setCommonDirection(directionVector);
120
121        Vector3 upVector = Vector3(directionVector.z, directionVector.z, -(directionVector.x + directionVector.y)); // vector perpendicular to the direction vector
122        upVector.normalise();
123        this->billboards_[current].billy->setCommonUpVector(upVector);
124    }
125   
126    void SpaceBoundaries::setBillboardOptions(Billboard *billy)
127    {
128        if(billy != NULL)
129        {
130            billy->setMaterial("Grid");
131            billy->setBillboardType(Ogre::BBT_PERPENDICULAR_COMMON);
132            billy->setDefaultDimensions(150, 150);
133            billy->setVisible(true);
134        }
135    }
136   
137    void SpaceBoundaries::removeAllBillboards()
138    {
139        for( std::vector<BillboardAdministration>::iterator current = this->billboards_.begin(); current != this->billboards_.end(); current++ )
140        {
141            current->usedYet = false;
142            current->billy->setVisible(false);
143        }
144    }
145   
146    void SpaceBoundaries::setMaxDistance(float r)
147    {
148        this->maxDistance_ = r;
149    }
150    float SpaceBoundaries::getMaxDistance()
151    {
152        return this->maxDistance_;
153    }
154   
155    void SpaceBoundaries::setWarnDistance(float r)
156    {
157        this->warnDistance_ = r;
158    }
159    float SpaceBoundaries::getWarnDistance()
160    {
161        return this->warnDistance_;
162    }
163   
164    void SpaceBoundaries::setShowDistance(float r)
165    {
166        this->showDistance_ = r;
167    }
168    float SpaceBoundaries::getShowDistance()
169    {
170        return this->showDistance_;
171    }
172   
173    void SpaceBoundaries::setHealthDecrease(float amount)
174    {
175        this->healthDecrease_ = amount/1000;
176    }
177    float SpaceBoundaries::getHealthDecrease()
178    {
179        return this->healthDecrease_;
180    }
181   
182    void SpaceBoundaries::setReaction(int mode)
183    {
184        this->reaction_ = mode;
185    }
186    int SpaceBoundaries::getReaction()
187    {
188        return this->reaction_;
189    }
190
191    void SpaceBoundaries::XMLPort(Element& xmlelement, XMLPort::Mode mode)
192    {
193        SUPER(SpaceBoundaries, XMLPort, xmlelement, mode);
194
195        XMLPortParam(SpaceBoundaries, "maxDistance", setMaxDistance, getMaxDistance, xmlelement, mode);
196        XMLPortParam(SpaceBoundaries, "warnDistance", setWarnDistance, getWarnDistance, xmlelement, mode);
197        XMLPortParam(SpaceBoundaries, "showDistance", setShowDistance, getShowDistance, xmlelement, mode);
198        XMLPortParam(SpaceBoundaries, "healthDecrease", setHealthDecrease, getHealthDecrease, xmlelement, mode);
199        XMLPortParam(SpaceBoundaries, "reactionMode", setReaction, getReaction, xmlelement, mode);
200    }
201   
202    void SpaceBoundaries::tick(float dt)
203    {
204        this->checkWhoIsIn();
205        this->removeAllBillboards();
206       
207        float distance;
208        bool humanItem;
209        for( std::list<WeakPtr<Pawn> >::iterator current = pawnsIn_.begin(); current != pawnsIn_.end(); current++ )
210        {
211            Pawn* currentPawn = current->get();
212            if( currentPawn && currentPawn->getNode() ) 
213            {
214                distance = this->computeDistance(currentPawn);
215                humanItem = this->isHumanPlayer(currentPawn);
216                COUT(5) << "Distance:" << distance << std::endl; // message for debugging
217                if(distance > this->warnDistance_ && distance < this->maxDistance_) // Display warning
218                {
219                    if(humanItem)
220                    {
221                        this->displayWarning("Attention! You are close to the boundary!");
222                    }
223                }
224                if(/* humanItem &&*/ abs(this->maxDistance_ - distance) < this->showDistance_ )
225                {
226                    this->displayBoundaries(currentPawn, 1.0f - fabs(this->maxDistance_ - distance) / this->showDistance_); // Show the boundary
227                }
228                if(distance > this->maxDistance_ && (this->reaction_ == 1) )
229                {
230                    if( humanItem )
231                    {
232                        COUT(5) << "Health should be decreasing!" << std::endl;
233                        this->displayWarning("You are out of the area now!");
234                    }
235                    currentPawn->removeHealth( (distance - this->maxDistance_) * this->healthDecrease_);
236                }
237                if( (this->reaction_ == 0) && (distance + 100 > this->maxDistance_)) // Exception: A Pawn can't move more than 100 units per tick.
238                {
239                    this->conditionalBounceBack(currentPawn, distance, dt);
240                }
241                if( this->reaction_ == 2 && (distance - 100 < this->maxDistance_) )
242                {
243                    this->conditionalBounceBack(currentPawn, distance, dt);
244                }
245            }
246        }
247    }
248   
249    float SpaceBoundaries::computeDistance(WorldEntity *item)
250    {
251        if(item != NULL)
252        {
253            Vector3 itemPosition = item->getPosition();
254            return (itemPosition.distance(this->getPosition()));
255        } else {
256            return -1;
257        }
258    }
259   
260    void SpaceBoundaries::displayWarning(const std::string warnText)
261    {   
262        // TODO
263    }
264   
265    void SpaceBoundaries::displayBoundaries(Pawn *item, float alpha)
266    {
267       
268        Vector3 direction = item->getPosition() - this->getPosition();
269        direction.normalise();
270       
271        Vector3 boundaryPosition = this->getPosition() + direction * this->maxDistance_;
272       
273        this->positionBillboard(boundaryPosition, alpha);
274    }
275   
276    void SpaceBoundaries::conditionalBounceBack(Pawn *item, float currentDistance, float dt)
277    {
278        Vector3 normal = item->getPosition() - this->getPosition();
279        normal.normalise();
280        Vector3 velocity = item->getVelocity();
281        float normalSpeed = item->getVelocity().dotProduct(normal);
282       
283        /* Check, whether the Pawn would leave the boundary in the next tick, if so send it back. */
284        if( this->reaction_ == 0 && currentDistance + normalSpeed * dt > this->maxDistance_ - 10 ) // -10: "security measure"
285        {
286            bounceBack(item, &normal, &velocity);
287        } else if (this->reaction_ == 2 && currentDistance - normalSpeed * dt < this->maxDistance_ + 10 ) // 10: "security measure"
288        {
289            normal = normal * (-1);
290            bounceBack(item, &normal, &velocity);
291        }
292    }
293   
294    void SpaceBoundaries::bounceBack(Pawn *item, Vector3 *normal, Vector3 *velocity)
295    {
296        float dampingFactor = 0.5;
297        *velocity = velocity->reflect(*normal);
298        Vector3 acceleration = item->getAcceleration();
299        acceleration = acceleration.reflect(*normal);
300       
301        item->lookAt( *velocity + this->getPosition() );
302       
303        item->setAcceleration(acceleration * dampingFactor);
304        item->setVelocity(*velocity * dampingFactor);
305       
306        item->setPosition( item->getPosition() - *normal * 10 ); // Set the position of the Pawn to be well inside the boundary.
307    }
308   
309    bool SpaceBoundaries::isHumanPlayer(Pawn *item)
310    {
311        if(item != NULL)
312        {
313            if(item->getPlayer())
314            {
315                return item->getPlayer()->isHumanPlayer();
316            }
317        }
318        return false;
319    }
320   
321}
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