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source: code/branches/presentation2/src/orxonox/controllers/NewHumanController.cc @ 6120

Last change on this file since 6120 was 6119, checked in by rgrieder, 15 years ago

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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 *      Michael Wirth
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "NewHumanController.h"
30
31#include <OgreRay.h>
32#include <OgreSceneQuery.h>
33#include <OgreCamera.h>
34#include <OgreSceneManager.h>
35
36#include "core/CoreIncludes.h"
37#include "core/ConsoleCommand.h"
38#include "worldentities/ControllableEntity.h"
39#include "worldentities/pawns/Pawn.h"
40#include "infos/PlayerInfo.h"
41#include "overlays/OrxonoxOverlay.h"
42#include "graphics/Camera.h"
43#include "sound/SoundManager.h"
44#include "Scene.h"
45
46namespace orxonox
47{
48    SetConsoleCommand(NewHumanController, changeMode,          false).keybindMode(KeybindMode::OnPress);
49
50    CreateUnloadableFactory(NewHumanController);
51
52    NewHumanController* NewHumanController::localController_s = 0;
53
54    NewHumanController::NewHumanController(BaseObject* creator) : HumanController(creator)
55    {
56        RegisterObject(NewHumanController);
57
58        overlaySize_ = 0.08;
59        controlMode_ = 0;
60
61        crossHairOverlay_ = new OrxonoxOverlay(this);
62        crossHairOverlay_->setBackgroundMaterial("Orxonox/Crosshair3");
63        crossHairOverlay_->setSize(Vector2(overlaySize_, overlaySize_));
64        crossHairOverlay_->show();
65
66        // HACK: Define which objects are targetable when considering the creator of an orxonox::Model
67        this->targetMask_.exclude(ClassByString("BaseObject"));
68        this->targetMask_.include(ClassByString("WorldEntity"));
69        this->targetMask_.exclude(ClassByString("Projectile"));
70
71        NewHumanController::localController_s = this;
72    }
73
74    NewHumanController::~NewHumanController()
75    {
76        if (this->isInitialized())
77        {
78        }
79    }
80
81    void NewHumanController::tick(float dt)
82    {
83        if( this->controllableEntity_ && !this->controllableEntity_->isInMouseLook() )
84        {
85            this->crossHairOverlay_->setPosition(Vector2(static_cast<float>(this->currentYaw_)/2*-1+.5-overlaySize_/2, static_cast<float>(this->currentPitch_)/2*-1+.5-overlaySize_/2));
86            this->crossHairOverlay_->show();
87        }
88        else
89            this->crossHairOverlay_->hide();
90        // TODO: update aimPosition of Pawn
91
92        HumanController::tick(dt);
93    }
94
95    /*void NewHumanController::tick(float dt)
96    {
97        if (GameMode::playsSound() && NewHumanController::localController_s && NewHumanController::localController_s->controllableEntity_)
98        {
99            // Update sound listener
100            Camera* camera = NewHumanController::localController_s->controllableEntity_->getCamera();
101            if (camera)
102            {
103                SoundManager::getInstance().setListenerPosition(camera->getWorldPosition());
104                SoundManager::getInstance().setListenerOrientation(camera->getWorldOrientation());
105            }
106            else
107                COUT(3) << "NewHumanController, Warning: Using a ControllableEntity without Camera" << std::endl;
108        }
109    }*/
110   
111    void NewHumanController::doFire(unsigned int firemode)
112    {
113        //if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) {
114
115/*
116        // Get results, create a node/entity on the position
117        for ( itr = result.begin(); itr != result.end(); itr++ )
118        {
119            if (itr->movable && itr->movable->getName() == "Head")
120            {
121                soundMgr->StopSound( &jaguarSoundChannel );
122                soundMgr->PlaySound( jaguarSound, headNode, &jaguarSoundChannel );
123                break;
124            } // if
125        }
126*/
127        if( !NewHumanController::localController_s->getControllableEntity()->isInMouseLook() )
128            this->updateTarget();
129
130        HumanController::localController_s->getControllableEntity()->fire(firemode);
131    }
132
133    void NewHumanController::updateTarget()
134    {
135        Ogre::RaySceneQuery * rsq = HumanController::localController_s->getControllableEntity()->getScene()->getSceneManager()->createRayQuery(Ogre::Ray());
136
137        Ogre::Ray mouseRay = HumanController::localController_s->getControllableEntity()->getCamera()->getOgreCamera()->getCameraToViewportRay(static_cast<float>(this->currentYaw_)/2*-1+.5, static_cast<float>(this->currentPitch_)/2*-1+.5);
138
139        rsq->setRay(mouseRay);
140        rsq->setSortByDistance(true);
141
142        /*
143        Distance of objects:
144        ignore everything under 200 maybe even take 1000 as min distance to shoot at
145
146        shots are regularly traced and are entities!!!!!!!!! this is the biggest problem
147        they vanish only after a distance of 10'000
148        */
149
150
151        Ogre::RaySceneQueryResult& result = rsq->execute();
152        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
153
154        Ogre::RaySceneQueryResult::iterator itr;
155        for (itr = result.begin(); itr != result.end(); ++itr)
156        {
157            if (itr->movable->isInScene() && itr->movable->getMovableType() == "Entity" && itr->distance > 500)
158            {
159                // Try to cast the user pointer
160                WorldEntity* wePtr = dynamic_cast<WorldEntity*>(itr->movable->getUserObject());
161                if (wePtr)
162                {
163                    // go through all parents of object and look wheter they are Sightable or not
164                    bool isSightable = false;
165                    WorldEntity* parent = wePtr->getParent();
166                    while( parent )
167                    {
168                        if (this->targetMask_.isExcluded(parent->getIdentifier()))
169                        {
170                            parent = parent->getParent();
171                            continue;
172                        }
173                        else
174                        {
175                            isSightable = true;
176                            break;
177                        }
178                    }
179                    if ( !isSightable )
180                        continue;
181                }
182               
183                if( this->getControllableEntity()->getTarget() != wePtr )
184                    this->getControllableEntity()->setTarget(wePtr);
185
186                itr->movable->getParentSceneNode()->showBoundingBox(true);
187                //std::cout << itr->movable->getParentSceneNode()->_getDerivedPosition() << endl;
188                //return mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance; //or itr->movable->getParentSceneNode()->_getDerivedPosition()
189                if ( pawn )
190                {
191                    pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance ); // or itr->movable->getParentSceneNode()->_getDerivedPosition()
192                    pawn->setTarget( wePtr );
193                }
194                return;
195            }
196
197        }
198        if ( pawn )
199        {
200            pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * 1200 );
201            if( this->getControllableEntity()->getTarget() != 0 )
202                pawn->setTarget( 0 );
203        }
204   
205
206        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getWorldOrientation() * Vector3::NEGATIVE_UNIT_Z * 2000);
207        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getCamera()->getOgreCamera()->getOrientation() * Vector3::NEGATIVE_UNIT_Z);
208    }
209
210    void NewHumanController::yaw(const Vector2& value)
211    {
212//         SUPER(NewHumanController, yaw, value);
213        if (this->controlMode_ == 0)
214            HumanController::yaw(value);
215       
216        this->currentYaw_ = value.x;
217        //std::cout << "Y: " << static_cast<float>(this->currentPitch_) << " X: " << static_cast<float>(this->currentYaw_) << endl;
218    }
219
220    void NewHumanController::pitch(const Vector2& value)
221    {
222//         SUPER(NewHumanController, pitch, value);
223        if (this->controlMode_ == 0)
224            HumanController::pitch(value);
225
226        this->currentPitch_ = value.x;
227        //std::cout << "Y: " << static_cast<float>(this->currentPitch_) << " X: " << static_cast<float>(this->currentYaw_) << endl;
228    }
229
230    void NewHumanController::changeMode() {
231        if (NewHumanController::localController_s && NewHumanController::localController_s->controlMode_ == 0)
232        {
233            if (NewHumanController::localController_s->controllableEntity_ && !NewHumanController::localController_s->controllableEntity_->isInMouseLook() )
234                NewHumanController::localController_s->controlMode_ = 1;
235        }
236        else
237            NewHumanController::localController_s->controlMode_ = 0;
238    }
239   
240    void NewHumanController::changedControllableEntity()
241    {
242        this->controlMode_ = 0;
243        this->currentYaw_ = 0;
244        this->currentPitch_ = 0;
245    }
246}
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