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source: code/branches/presentation/src/orxonox/objects/items/Engine.h @ 2736

Last change on this file since 2736 was 2485, checked in by landauf, 16 years ago

Merged objecthierarchy2 into presentation branch

Couln't merge 2 lines in Gamestate.cc and a whole block of code in GSDedicated.cc (it seems like oli implemented in both branches something like a network-tick-limiter but with different approaches)

Not yet tested in network mode and with bots
The SpaceShips movement is also not yet fully adopted to the new physics (see Engine class)

  • Property svn:eol-style set to native
File size: 4.6 KB
RevLine 
[2254]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#ifndef _Engine_H__
30#define _Engine_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include "Item.h"
35#include "objects/Tickable.h"
36#include "util/Math.h"
37
38namespace orxonox
39{
40    class _OrxonoxExport Engine : public Item, public Tickable
41    {
42        public:
43            Engine(BaseObject* creator);
44            virtual ~Engine();
45
46            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
47            void registerVariables();
[2478]48            void setConfigValues();
[2254]49
50            virtual void tick(float dt);
[2350]51            virtual void changedActivity();
[2254]52
53            virtual void addToSpaceShip(SpaceShip* ship);
54            inline SpaceShip* getShip() const
55                { return this->ship_; }
56
57            inline void setBoostFactor(float factor)
58                { this->boostFactor_ = factor; }
59            inline float getBoostFactor() const
60                { return this->boostFactor_; }
61
62            inline void setSpeedFactor(float factor)
63                { this->speedFactor_ = factor; }
64            inline float getSpeedFactor() const
65                { return this->speedFactor_; }
66
67            inline void setMaxSpeedFront(float speed)
68                { this->maxSpeedFront_ = speed; }
69            inline void setMaxSpeedBack(float speed)
70                { this->maxSpeedBack_ = speed; }
71            inline void setMaxSpeedLeftRight(float speed)
72                { this->maxSpeedLeftRight_ = speed; }
73            inline void setMaxSpeedUpDown(float speed)
74                { this->maxSpeedUpDown_ = speed; }
75
[2256]76            inline float getMaxSpeedFront() const
77                { return this->maxSpeedFront_; }
78            inline float getMaxSpeedBack() const
79                { return this->maxSpeedBack_; }
80            inline float getMaxSpeedLeftRight() const
81                { return this->maxSpeedLeftRight_; }
82            inline float getMaxSpeedUpDown() const
83                { return this->maxSpeedUpDown_; }
84
[2254]85            inline void setAccelerationFront(float acceleration)
86                { this->accelerationFront_ = acceleration; }
87            inline void setAccelerationBrake(float acceleration)
88                { this->accelerationBrake_ = acceleration; }
89            inline void setAccelerationBack(float acceleration)
90                { this->accelerationBack_ = acceleration; }
91            inline void setAccelerationLeftRight(float acceleration)
92                { this->accelerationLeftRight_ = acceleration; }
93            inline void setAccelerationUpDown(float acceleration)
94                { this->accelerationUpDown_ = acceleration; }
95
[2256]96            inline float getAccelerationFront() const
97                { return this->accelerationFront_; }
98            inline float getAccelerationBrake() const
99                { return this->accelerationBrake_; }
100            inline float getAccelerationBack() const
101                { return this->accelerationBack_; }
102            inline float getAccelerationLeftRight() const
103                { return this->accelerationLeftRight_; }
104            inline float getAccelerationUpDown() const
105                { return this->accelerationUpDown_; }
106
[2254]107            virtual const Vector3& getDirection() const;
108
109        private:
110            void networkcallback_shipID();
111
112            SpaceShip* ship_;
113            unsigned int shipID_;
114
115            float boostFactor_;
116            float speedFactor_;
117
118            float maxSpeedFront_;
119            float maxSpeedBack_;
120            float maxSpeedLeftRight_;
121            float maxSpeedUpDown_;
122
123            float accelerationFront_;
124            float accelerationBrake_;
125            float accelerationBack_;
126            float accelerationLeftRight_;
127            float accelerationUpDown_;
[2350]128
129            Shader* boostBlur_;
[2478]130            float blurStrength_;
[2254]131    };
132}
133
134#endif /* _Engine_H__ */
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