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source: code/branches/presentation/src/orxonox/worldentities/pawns/SpaceShip.cc @ 8748

Last change on this file since 8748 was 8668, checked in by landauf, 14 years ago

small cleanup

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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#include "SpaceShip.h"
30
31#include <BulletDynamics/Dynamics/btRigidBody.h>
32
33#include "core/CoreIncludes.h"
34#include "core/ConfigValueIncludes.h"
35#include "core/Template.h"
36#include "core/XMLPort.h"
37#include "tools/Shader.h"
38#include "util/Debug.h" // TODO: Needed?
39#include "util/Math.h"
40
41#include "graphics/Camera.h"
42#include "items/Engine.h"
43
44#include "CameraManager.h"
45#include "Scene.h"
46
47namespace orxonox
48{
49    const float orientationGain = 100;
50    CreateFactory(SpaceShip);
51
52    SpaceShip::SpaceShip(BaseObject* creator) : Pawn(creator), boostBlur_(NULL)
53    {
54        RegisterObject(SpaceShip);
55
56        this->primaryThrust_  = 100;
57        this->auxilaryThrust_ =  30;
58        this->rotationThrust_ =  10;
59
60        this->localLinearAcceleration_.setValue(0, 0, 0);
61        this->localAngularAcceleration_.setValue(0, 0, 0);
62        this->bBoost_ = false;
63        this->steering_ = Vector3::ZERO;
64
65        this->boostPower_ = 10.0f;
66        this->initialBoostPower_ = 10.0f;
67        this->boostRate_ = 5.0;
68        this->boostPowerRate_ = 1.0;
69        this->boostCooldownDuration_ = 5.0;
70        this->bBoostCooldown_ = false;
71
72        this->lift_ = 1.0f;                         // factor of the lift, standard is 1
73        this->stallSpeed_ = 220.0f;                 // max speed where lift is added
74
75        this->bInvertYAxis_ = false;
76
77        this->setDestroyWhenPlayerLeft(true);
78
79        // SpaceShip is always a physical object per default
80        // Be aware of this call: The collision type legality check will not reach derived classes!
81        this->setCollisionType(WorldEntity::Dynamic);
82        // Get notification about collisions
83        this->enableCollisionCallback();
84
85        this->engineTicksNotDone = 0;
86        this->setConfigValues();
87        this->registerVariables();
88       
89        this->cameraOriginalPosition_ = Vector3::UNIT_SCALE;
90        this->cameraOriginalOrientation_ = Quaternion::IDENTITY;
91
92        this->shakeFrequency_ = 15;
93        this->shakeAmplitude_ = 5;
94        this->shakeDt_ = 0;
95    }
96
97    SpaceShip::~SpaceShip()
98    {
99        if (this->isInitialized())
100        {
101            this->removeAllEngines();
102       
103            if (this->boostBlur_)
104                this->boostBlur_->destroy();
105        }
106    }
107
108    void SpaceShip::XMLPort(Element& xmlelement, XMLPort::Mode mode)
109    {
110        SUPER(SpaceShip, XMLPort, xmlelement, mode);
111
112        //XMLPortParam(SpaceShip, "engine",            setEngineTemplate,    getEngineTemplate,    xmlelement, mode);
113        XMLPortParamVariable(SpaceShip, "primaryThrust",  primaryThrust_,  xmlelement, mode);
114        XMLPortParamVariable(SpaceShip, "auxilaryThrust", auxilaryThrust_, xmlelement, mode);
115        XMLPortParamVariable(SpaceShip, "rotationThrust", rotationThrust_, xmlelement, mode);
116        XMLPortParamVariable(SpaceShip, "boostPower", initialBoostPower_, xmlelement, mode);
117        XMLPortParamVariable(SpaceShip, "boostPowerRate", boostPowerRate_, xmlelement, mode);
118        XMLPortParamVariable(SpaceShip, "boostRate", boostRate_, xmlelement, mode);
119        XMLPortParamVariable(SpaceShip, "boostCooldownDuration", boostCooldownDuration_, xmlelement, mode);
120        XMLPortParamVariable(SpaceShip, "shakeFrequency", shakeFrequency_, xmlelement, mode);
121        XMLPortParamVariable(SpaceShip, "shakeAmplitude", shakeAmplitude_, xmlelement, mode);
122        XMLPortParamVariable(SpaceShip, "lift", lift_, xmlelement, mode);
123        XMLPortParamVariable(SpaceShip, "stallSpeed", stallSpeed_, xmlelement, mode);
124
125        XMLPortObject(SpaceShip, Engine, "engines", addEngine, getEngine, xmlelement, mode);
126    }
127
128    void SpaceShip::registerVariables()
129    {
130        registerVariable(this->primaryThrust_,  VariableDirection::ToClient);
131        registerVariable(this->auxilaryThrust_, VariableDirection::ToClient);
132        registerVariable(this->rotationThrust_, VariableDirection::ToClient);
133        // TODO: Synchronization of boost needed?
134        registerVariable(this->boostPower_, VariableDirection::ToClient);
135        registerVariable(this->boostPowerRate_, VariableDirection::ToClient);
136        registerVariable(this->boostRate_, VariableDirection::ToClient);
137        registerVariable(this->boostCooldownDuration_, VariableDirection::ToClient);
138        registerVariable(this->shakeFrequency_, VariableDirection::ToClient);
139        registerVariable(this->shakeAmplitude_, VariableDirection::ToClient);
140        registerVariable(this->lift_, VariableDirection::ToClient);
141        registerVariable(this->stallSpeed_, VariableDirection::ToClient);
142    }
143
144    void SpaceShip::setConfigValues()
145    {
146        SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = ship down).");
147       
148        SetConfigValueExternal(bEnableMotionBlur_, "GraphicsSettings", "enableMotionBlur", true)
149            .description("Enable or disable the motion blur effect when moving very fast")
150            .callback(this, &SpaceShip::changedEnableMotionBlur);
151        SetConfigValueExternal(blurStrength_, "GraphicsSettings", "blurStrength", 3.0f)
152            .description("Defines the strength of the motion blur effect");
153    }
154
155    bool SpaceShip::isCollisionTypeLegal(WorldEntity::CollisionType type) const
156    {
157        if (type != WorldEntity::Dynamic)
158        {
159            CCOUT(1) << "Error: Cannot tell a SpaceShip not to be dynamic! Ignoring." << std::endl;
160            assert(false); // Only in debug mode
161            return false;
162        }
163        else
164            return true;
165    }
166
167    void SpaceShip::tick(float dt)
168    {
169        SUPER(SpaceShip, tick, dt);
170
171        if (this->hasLocalController())
172        {
173            // Handle mouse look
174            if (!this->isInMouseLook())
175            {
176                this->localAngularAcceleration_ *= this->getLocalInertia() * this->rotationThrust_;
177                this->physicalBody_->applyTorque(physicalBody_->getWorldTransform().getBasis() * this->localAngularAcceleration_);
178            }
179            this->localAngularAcceleration_.setValue(0, 0, 0);
180
181            // Charge boostPower
182            if(!this->bBoostCooldown_ && this->boostPower_ < this->initialBoostPower_)
183            {
184                this->boostPower_ += this->boostPowerRate_*dt;
185            }
186            // Use boostPower
187            if(this->bBoost_)
188            {
189                this->boostPower_ -=this->boostRate_*dt;
190                if(this->boostPower_ <= 0.0f)
191                {
192                    this->boost(false);
193                    this->bBoostCooldown_ = true;
194                    this->timer_.setTimer(this->boostCooldownDuration_, false, createExecutor(createFunctor(&SpaceShip::boostCooledDown, this)));
195                }
196
197                this->shakeCamera(dt);
198            }
199
200            // Enable Blur depending on settings
201            if (this->bEnableMotionBlur_ && !this->boostBlur_ && this->hasLocalController() && this->hasHumanController())
202            {
203                this->boostBlur_ = new Shader(this->getScene()->getSceneManager());
204                this->boostBlur_->setCompositorName("Radial Blur");
205            }
206
207            if (this->boostBlur_) // && this->maxSpeedFront_ != 0 && this->boostFactor_ != 1)
208            {
209                // TODO: this->maxSpeedFront_ gets fastest engine
210                float blur = this->blurStrength_ * clamp((-this->getLocalVelocity().z - 0.0f /*this->maxSpeedFront_*/) / ((150.0f /*boostFactor_*/ - 1) * 1.5f /*this->maxSpeedFront_*/), 0.0f, 1.0f);
211
212                // Show and hide blur effect depending on state of booster
213                if(this->bBoost_)
214                    this->boostBlur_->setVisible(blur > 0);
215                else
216                    this->boostBlur_->setVisible(false);
217
218                this->boostBlur_->setParameter(0, 0, "sampleStrength", blur);
219            }
220        }
221    }
222
223    void SpaceShip::moveFrontBack(const Vector2& value)
224    {
225        this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() - value.x);
226        this->steering_.z -= value.x;
227    }
228
229    void SpaceShip::moveRightLeft(const Vector2& value)
230    {
231        this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() + value.x);
232        this->steering_.x += value.x;
233    }
234
235    void SpaceShip::moveUpDown(const Vector2& value)
236    {
237        this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() + value.x);
238        this->steering_.y += value.x;
239    }
240
241    void SpaceShip::rotateYaw(const Vector2& value)
242    {
243        this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x);
244
245        Pawn::rotateYaw(value);
246
247        //This function call adds a lift to the ship when it is rotating to make it's movement more "realistic" and enhance the feeling.
248        if (abs(this-> getLocalVelocity().z) < stallSpeed_)  {this->moveRightLeft(-lift_ / 5 * value * sqrt(abs(this-> getLocalVelocity().z)));}
249    }
250
251    void SpaceShip::rotatePitch(const Vector2& value)
252    {
253        this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x*0.8f);
254
255        Pawn::rotatePitch(value);
256
257        //This function call adds a lift to the ship when it is pitching to make it's movement more "realistic" and enhance the feeling.
258        if (abs(this-> getLocalVelocity().z) < stallSpeed_)  {this->moveUpDown(lift_ / 5 * value * sqrt(abs(this-> getLocalVelocity().z)));}
259    }
260
261    void SpaceShip::rotateRoll(const Vector2& value)
262    {
263        this->localAngularAcceleration_.setZ(this->localAngularAcceleration_.z() + value.x);
264
265        Pawn::rotateRoll(value);
266    }
267
268    void SpaceShip::fire()
269    {
270    }
271
272    /**
273    @brief
274        Starts or stops boosting.
275    @param bBoost
276        Whether to start or stop boosting.
277    */
278    void SpaceShip::boost(bool bBoost)
279    {
280        if(bBoost && !this->bBoostCooldown_)
281        {
282            this->bBoost_ = true;
283            Camera* camera = CameraManager::getInstance().getActiveCamera();
284            this->cameraOriginalPosition_ = camera->getPosition();
285            this->cameraOriginalOrientation_ = camera->getOrientation();
286        }
287        if(!bBoost)
288        {
289            this->bBoost_ = false;
290            this->resetCamera();
291        }
292    }
293
294    void SpaceShip::boostCooledDown(void)
295    {
296        this->bBoostCooldown_ = false;
297    }
298   
299    void SpaceShip::shakeCamera(float dt)
300    {
301        //make sure the ship is only shaking if it's moving
302        if (this->getVelocity().squaredLength() > 80.0f)
303        {
304            this->shakeDt_ += dt;
305   
306            float frequency = this->shakeFrequency_ * (this->getVelocity().squaredLength());
307   
308            if (this->shakeDt_ >= 1.0f/frequency)
309            {
310                this->shakeDt_ -= 1.0f/frequency;
311            }
312   
313            Degree angle = Degree(sin(this->shakeDt_ *2.0f* math::pi * frequency) * this->shakeAmplitude_);
314   
315            //COUT(0) << "Angle: " << angle << std::endl;
316            Camera* camera = this->getCamera();
317
318            //Shaking Camera effect
319            if (camera != 0)
320            {
321                camera->setOrientation(Vector3::UNIT_X, angle);
322            }
323        }
324    }
325
326    void SpaceShip::resetCamera()
327    {
328        Camera *camera = this->getCamera();
329
330        if (camera == 0)
331        {
332            COUT(2) << "Failed to reset camera!";
333            return;
334        }
335   
336        this->shakeDt_ = 0;
337        camera->setPosition(this->cameraOriginalPosition_);
338        camera->setOrientation(this->cameraOriginalOrientation_);
339    }
340
341    void SpaceShip::backupCamera()
342    {
343        Camera* camera = CameraManager::getInstance().getActiveCamera();
344        if(camera != NULL)
345        {
346            this->cameraOriginalPosition_ = camera->getPosition();
347            this->cameraOriginalOrientation_ = camera->getOrientation();
348        }
349    }
350
351    void SpaceShip::addEngine(orxonox::Engine* engine)
352    {
353        //COUT(0)<<"Adding an Engine: " << engine << endl;
354        this->engineList_.push_back(engine);
355        engine->addToSpaceShip(this);
356        this->resetEngineTicks();
357    }
358
359    bool SpaceShip::hasEngine(Engine* engine)
360    {
361        for(unsigned int i=0; i<this->engineList_.size(); i++)
362        {
363            if(this->engineList_[i]==engine)
364                return true;
365        }
366        return false;
367    }
368
369    Engine* SpaceShip::getEngine(unsigned int i)
370    {
371        if(this->engineList_.size()>=i)
372            return 0;
373        else
374            return this->engineList_[i];
375    }
376
377    void SpaceShip::removeAllEngines()
378    {
379        while(this->engineList_.size())
380            this->engineList_.back()->destroy();
381    }
382   
383    void SpaceShip::removeEngine(Engine* engine)
384    {
385        for(std::vector<Engine*>::iterator it=this->engineList_.begin(); it!=this->engineList_.end(); ++it)
386        {
387            if(*it==engine)
388            {
389                this->engineList_.erase(it);
390                return;
391            }
392        }
393    }
394
395    void SpaceShip::setSpeedFactor(float factor)
396    {
397        for(unsigned int i=0; i<this->engineList_.size(); i++)
398            this->engineList_[i]->setSpeedFactor(factor);
399    }
400    float SpaceShip::getSpeedFactor() // Calculate mean SpeedFactor.
401    {
402        float ret = 0; unsigned int i = 0;
403        for(; i<this->engineList_.size(); i++)
404            ret += this->engineList_[i]->getSpeedFactor();
405        ret /= (float)i;
406        return ret;
407    }
408    float SpaceShip::getMaxSpeedFront()
409    {
410        float ret=0;
411        for(unsigned int i=0; i<this->engineList_.size(); i++)
412        {
413            if(this->engineList_[i]->getMaxSpeedFront() > ret)
414                ret = this->engineList_[i]->getMaxSpeedFront();
415        }
416        return ret;
417    }
418
419    float SpaceShip::getBoostFactor()
420    {
421        float ret = 0; unsigned int i=0;
422        for(; i<this->engineList_.size(); i++)
423            ret += this->engineList_[i]->getBoostFactor();
424        ret /= (float)i;
425        return ret;
426    }
427
428    std::vector<PickupCarrier*>* SpaceShip::getCarrierChildren(void) const
429    {
430        std::vector<PickupCarrier*>* list = new std::vector<PickupCarrier*>();
431        for(unsigned int i=0; i<this->engineList_.size(); i++)
432            list->push_back(this->engineList_[i]);
433        return list;
434    }
435   
436    void SpaceShip::changedEnableMotionBlur()
437    {
438        if (!this->bEnableMotionBlur_)
439        {
440            this->boostBlur_->destroy();
441            this->boostBlur_ = 0;
442        }
443    }
444
445}
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