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source: code/branches/presentation2/src/orxonox/controllers/NewHumanController.cc @ 6159

Last change on this file since 6159 was 6157, checked in by scheusso, 15 years ago

fix in NewHumanController which caused the spaceship to shoot always to the origin of universe if in mouslook mode (and if the spaceship hasn't shot before)

  • Property svn:eol-style set to native
File size: 10.8 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 *      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    SetConsoleCommand(NewHumanController, accelerate,          false).keybindMode(KeybindMode::OnPress);
50    SetConsoleCommand(NewHumanController, decelerate,          false).keybindMode(KeybindMode::OnPress);
51
52    CreateUnloadableFactory(NewHumanController);
53
54    NewHumanController* NewHumanController::localController_s = 0;
55
56    NewHumanController::NewHumanController(BaseObject* creator)
57        : HumanController(creator)
58        , crossHairOverlay_(NULL)
59    {
60        RegisterObject(NewHumanController);
61
62        overlaySize_ = 0.08;
63        controlMode_ = 0;
64        acceleration_ = 0;
65
66        //currentPitch_ = 1;
67        //currentYaw_ = 1;
68
69        if (GameMode::showsGraphics())
70        {
71            crossHairOverlay_ = new OrxonoxOverlay(this);
72            crossHairOverlay_->setBackgroundMaterial("Orxonox/Crosshair3");
73            crossHairOverlay_->setSize(Vector2(overlaySize_, overlaySize_));
74            crossHairOverlay_->show();
75        }
76
77        // HACK: Define which objects are targetable when considering the creator of an orxonox::Model
78        this->targetMask_.exclude(ClassByString("BaseObject"));
79        this->targetMask_.include(ClassByString("WorldEntity"));
80        this->targetMask_.exclude(ClassByString("Projectile"));
81
82        NewHumanController::localController_s = this;
83    }
84
85    NewHumanController::~NewHumanController()
86    {
87        if (this->isInitialized())
88        {
89            if (this->crossHairOverlay_)
90                this->crossHairOverlay_->destroy();
91        }
92    }
93
94    void NewHumanController::tick(float dt)
95    {
96        if (GameMode::showsGraphics())
97        {
98            if( this->controllableEntity_ && !this->controllableEntity_->isInMouseLook() )
99            {
100                this->updateTarget();
101                this->crossHairOverlay_->setPosition(Vector2(static_cast<float>(this->currentYaw_)/2*-1+.5-overlaySize_/2, static_cast<float>(this->currentPitch_)/2*-1+.5-overlaySize_/2));
102                this->crossHairOverlay_->show();
103            }
104            else
105                this->crossHairOverlay_->hide();
106            // TODO: update aimPosition of Pawn
107
108            if ( this->acceleration_ > 0 )
109                HumanController::moveFrontBack(Vector2(clamp(this->acceleration_ + this->currentAcceleration_, 0.0f, 1.0f), 0));
110        }
111
112        HumanController::tick(dt);
113    }
114
115    /*void NewHumanController::tick(float dt)
116    {
117        if (GameMode::playsSound() && NewHumanController::localController_s && NewHumanController::localController_s->controllableEntity_)
118        {
119            // Update sound listener
120            Camera* camera = NewHumanController::localController_s->controllableEntity_->getCamera();
121            if (camera)
122            {
123                SoundManager::getInstance().setListenerPosition(camera->getWorldPosition());
124                SoundManager::getInstance().setListenerOrientation(camera->getWorldOrientation());
125            }
126            else
127                COUT(3) << "NewHumanController, Warning: Using a ControllableEntity without Camera" << std::endl;
128        }
129    }*/
130   
131    void NewHumanController::doFire(unsigned int firemode)
132    {
133        //if (HumanController::localController_s && HumanController::localController_s->controllableEntity_) {
134
135/*
136        // Get results, create a node/entity on the position
137        for ( itr = result.begin(); itr != result.end(); itr++ )
138        {
139            if (itr->movable && itr->movable->getName() == "Head")
140            {
141                soundMgr->StopSound( &jaguarSoundChannel );
142                soundMgr->PlaySound( jaguarSound, headNode, &jaguarSoundChannel );
143                break;
144            } // if
145        }
146*/
147
148        if (firemode == 1 && this->controlMode_ == 1)
149        {
150            //unlocked steering, steer on right mouse click
151            HumanController::yaw(Vector2(this->currentYaw_, 0));
152            HumanController::pitch(Vector2(this->currentPitch_, 0));
153        }
154        else
155            HumanController::localController_s->getControllableEntity()->fire(firemode);
156
157    }
158
159    void NewHumanController::updateTarget()
160    {
161        Ogre::RaySceneQuery * rsq = HumanController::localController_s->getControllableEntity()->getScene()->getSceneManager()->createRayQuery(Ogre::Ray());
162
163        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);
164
165        rsq->setRay(mouseRay);
166        rsq->setSortByDistance(true);
167
168        /*
169        Distance of objects:
170        ignore everything under 200 maybe even take 1000 as min distance to shoot at
171
172        shots are regularly traced and are entities!!!!!!!!! this is the biggest problem
173        they vanish only after a distance of 10'000
174        */
175
176
177        Ogre::RaySceneQueryResult& result = rsq->execute();
178        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
179
180        Ogre::RaySceneQueryResult::iterator itr;
181        for (itr = result.begin(); itr != result.end(); ++itr)
182        {
183            if (itr->movable->isInScene() && itr->movable->getMovableType() == "Entity" && itr->distance > 500)
184            {
185                // Try to cast the user pointer
186                WorldEntity* wePtr = dynamic_cast<WorldEntity*>(itr->movable->getUserObject());
187                if (wePtr)
188                {
189                    // go through all parents of object and look wheter they are Sightable or not
190                    bool isSightable = false;
191                    WorldEntity* parent = wePtr->getParent();
192                    while( parent )
193                    {
194                        if (this->targetMask_.isExcluded(parent->getIdentifier()))
195                        {
196                            parent = parent->getParent();
197                            continue;
198                        }
199                        else
200                        {
201                            isSightable = true;
202                            break;
203                        }
204                    }
205                    if ( !isSightable )
206                        continue;
207                }
208
209                if ( this->getControllableEntity() && this->getControllableEntity()->getTarget() != wePtr )
210                {
211                    this->getControllableEntity()->setTarget(wePtr);
212                }
213
214                if( pawn )
215                {
216                    pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance );
217                }
218
219                itr->movable->getParentSceneNode()->showBoundingBox(true);
220                //std::cout << itr->movable->getParentSceneNode()->_getDerivedPosition() << endl;
221                //return mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance; //or itr->movable->getParentSceneNode()->_getDerivedPosition()
222                return;
223            }
224
225        }
226        if ( pawn )
227        {
228            pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * 1200 );
229        }
230
231        if( this->getControllableEntity() && this->getControllableEntity()->getTarget() != 0 )
232            this->getControllableEntity()->setTarget( 0 );
233   
234
235        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getWorldOrientation() * Vector3::NEGATIVE_UNIT_Z * 2000);
236        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getCamera()->getOgreCamera()->getOrientation() * Vector3::NEGATIVE_UNIT_Z);
237    }
238
239    void NewHumanController::frontback(const Vector2& value)
240    {
241        this->currentAcceleration_ = value.x;
242
243        if (this->acceleration_ == 0)
244            HumanController::frontback(value);
245    }
246
247    void NewHumanController::yaw(const Vector2& value)
248    {
249//         SUPER(NewHumanController, yaw, value);
250        if (this->controlMode_ == 0)
251            HumanController::yaw(value);
252
253        this->currentYaw_ = value.x;
254    }
255
256    void NewHumanController::pitch(const Vector2& value)
257    {
258//         SUPER(NewHumanController, pitch, value);
259        if (this->controlMode_ == 0)
260            HumanController::pitch(value);
261
262        this->currentPitch_ = value.x;
263    }
264
265    void NewHumanController::changeMode()
266    {
267        if (NewHumanController::localController_s && NewHumanController::localController_s->controlMode_ == 0)
268        {
269            if (NewHumanController::localController_s->controllableEntity_ && !NewHumanController::localController_s->controllableEntity_->isInMouseLook() )
270                NewHumanController::localController_s->controlMode_ = 1;
271        }
272        else
273            NewHumanController::localController_s->controlMode_ = 0;
274    }
275
276    void NewHumanController::changedControllableEntity()
277    {
278        this->controlMode_ = 0;
279        this->currentYaw_ = 0;
280        this->currentPitch_ = 0;
281    }
282
283    void NewHumanController::accelerate()
284    {
285        if ( NewHumanController::localController_s )
286        {
287            NewHumanController::localController_s->acceleration_ += 0.08;
288            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ + 0.08f, 0.0f, 1.0f);
289        }
290    }
291
292    void NewHumanController::decelerate()
293    {
294        if ( NewHumanController::localController_s )
295        {
296            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ - 0.05f, 0.0f, 1.0f);
297        }
298    }
299}
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