Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/toonshader/src/orxonox/objects/worldentities/pawns/SpaceShip.cc @ 8474

Last change on this file since 8474 was 2809, checked in by landauf, 16 years ago

reverted commit 2782 which was:

Another 15% performance boost in dedicated mode, 30 bots, no clients.
I hope this is not such a big problem if the 5 most important ticks don't use SUPER.

There are two reasons for the reverting:
1) We can't just remove SUPER in the currently most important classes, this will change over time and we need a general solution for the (indeed noticeable) performance problem. Until then we keep is as consistent as possible.

2) SpaceShip inherits from Pawn and not from ControllableEntity… that's why shooting didn't worked after r2782. In fact that's exactly why we use SUPER.

  • Property svn:eol-style set to native
File size: 7.2 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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "SpaceShip.h"
31
32#include "BulletDynamics/Dynamics/btRigidBody.h"
33
34#include "util/Math.h"
35#include "util/Exception.h"
36#include "core/CoreIncludes.h"
37#include "core/ConfigValueIncludes.h"
38#include "core/Template.h"
39#include "core/XMLPort.h"
40#include "objects/items/Engine.h"
41
42namespace orxonox
43{
44    const float orientationGain = 100;
45    CreateFactory(SpaceShip);
46
47    SpaceShip::SpaceShip(BaseObject* creator) : Pawn(creator)
48    {
49        RegisterObject(SpaceShip);
50
51        this->primaryThrust_  = 100;
52        this->auxilaryThrust_ =  30;
53        this->rotationThrust_ =  10;
54
55        this->localLinearAcceleration_.setValue(0, 0, 0);
56        this->localAngularAcceleration_.setValue(0, 0, 0);
57        this->bBoost_ = false;
58        this->bPermanentBoost_ = false;
59        this->steering_ = Vector3::ZERO;
60        this->engine_ = 0;
61
62
63        this->bInvertYAxis_ = false;
64
65        this->setDestroyWhenPlayerLeft(true);
66
67        // SpaceShip is always a physical object per default
68        // Be aware of this call: The collision type legality check will not reach derived classes!
69        this->setCollisionType(WorldEntity::Dynamic);
70        // Get notification about collisions
71        this->enableCollisionCallback();
72
73        this->setConfigValues();
74        this->registerVariables();
75    }
76
77    SpaceShip::~SpaceShip()
78    {
79        if (this->isInitialized() && this->engine_)
80            delete this->engine_;
81    }
82
83    void SpaceShip::XMLPort(Element& xmlelement, XMLPort::Mode mode)
84    {
85        SUPER(SpaceShip, XMLPort, xmlelement, mode);
86
87        XMLPortParam(SpaceShip, "engine",            setEngineTemplate,    getEngineTemplate,    xmlelement, mode);
88        XMLPortParamVariable(SpaceShip, "primaryThrust",  primaryThrust_,  xmlelement, mode);
89        XMLPortParamVariable(SpaceShip, "auxilaryThrust", auxilaryThrust_, xmlelement, mode);
90        XMLPortParamVariable(SpaceShip, "rotationThrust", rotationThrust_, xmlelement, mode);
91    }
92
93    void SpaceShip::registerVariables()
94    {
95        registerVariable(this->primaryThrust_,  variableDirection::toclient);
96        registerVariable(this->auxilaryThrust_, variableDirection::toclient);
97        registerVariable(this->rotationThrust_, variableDirection::toclient);
98    }
99
100    void SpaceShip::setConfigValues()
101    {
102        SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = ship down).");
103    }
104
105    bool SpaceShip::isCollisionTypeLegal(WorldEntity::CollisionType type) const
106    {
107        if (type != WorldEntity::Dynamic)
108        {
109            CCOUT(1) << "Error: Cannot tell a SpaceShip not to be dynamic! Ignoring." << std::endl;
110            assert(false); // Only in debug mode
111            return false;
112        }
113        else
114            return true;
115    }
116
117    void SpaceShip::tick(float dt)
118    {
119        SUPER(SpaceShip, tick, dt);
120
121        if (this->hasLocalController())
122        {
123/*
124            this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() * getMass() * this->auxilaryThrust_);
125            this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() * getMass() * this->auxilaryThrust_);
126            if (this->localLinearAcceleration_.z() > 0)
127                this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->auxilaryThrust_);
128            else
129                this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->primaryThrust_);
130            this->physicalBody_->applyCentralForce(physicalBody_->getWorldTransform().getBasis() * this->localLinearAcceleration_);
131            this->localLinearAcceleration_.setValue(0, 0, 0);
132*/
133            if (!this->isInMouseLook())
134            {
135                this->localAngularAcceleration_ *= this->getLocalInertia() * this->rotationThrust_;
136                this->physicalBody_->applyTorque(physicalBody_->getWorldTransform().getBasis() * this->localAngularAcceleration_);
137                this->localAngularAcceleration_.setValue(0, 0, 0);
138            }
139        }
140    }
141
142    void SpaceShip::moveFrontBack(const Vector2& value)
143    {
144        this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() - value.x);
145        this->steering_.z = -value.x;
146    }
147
148    void SpaceShip::moveRightLeft(const Vector2& value)
149    {
150        this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() + value.x);
151        this->steering_.x = value.x;
152    }
153
154    void SpaceShip::moveUpDown(const Vector2& value)
155    {
156        this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() + value.x);
157        this->steering_.y = value.x;
158    }
159
160    void SpaceShip::rotateYaw(const Vector2& value)
161    {
162        this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() - value.x);
163
164        Pawn::rotateYaw(value);
165    }
166
167    void SpaceShip::rotatePitch(const Vector2& value)
168    {
169        this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x);
170
171        Pawn::rotatePitch(value);
172    }
173
174    void SpaceShip::rotateRoll(const Vector2& value)
175    {
176        this->localAngularAcceleration_.setZ(this->localAngularAcceleration_.z() + value.x);
177
178        Pawn::rotateRoll(value);
179    }
180
181    void SpaceShip::fire()
182    {
183    }
184
185    void SpaceShip::boost()
186    {
187        this->bBoost_ = true;
188    }
189
190    void SpaceShip::loadEngineTemplate()
191    {
192        if (this->enginetemplate_ != "")
193        {
194            Template* temp = Template::getTemplate(this->enginetemplate_);
195
196            if (temp)
197            {
198                Identifier* identifier = temp->getBaseclassIdentifier();
199
200                if (identifier)
201                {
202                    BaseObject* object = identifier->fabricate(this);
203                    this->engine_ = dynamic_cast<Engine*>(object);
204
205                    if (this->engine_)
206                    {
207                        this->engine_->addTemplate(temp);
208                        this->engine_->addToSpaceShip(this);
209                    }
210                    else
211                    {
212                        delete object;
213                    }
214                }
215            }
216        }
217    }
218
219    void SpaceShip::setEngine(Engine* engine)
220    {
221        this->engine_ = engine;
222        if (engine && engine->getShip() != this)
223            engine->addToSpaceShip(this);
224    }
225}
Note: See TracBrowser for help on using the repository browser.