1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Marian Runo, Martin Mueller |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "Turret.h" |
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30 | #include "core/CoreIncludes.h" |
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31 | #include "core/XMLPort.h" |
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32 | #include "Scene.h" |
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33 | #include <OgreSceneManager.h> |
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34 | |
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35 | |
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36 | namespace orxonox |
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37 | { |
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38 | RegisterClass(Turret); |
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39 | |
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40 | |
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41 | |
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42 | /** |
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43 | @brief |
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44 | Sets default values for all variables. Also hides the turret from the radar. |
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45 | |
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46 | @param context |
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47 | The context |
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48 | */ |
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49 | Turret::Turret(Context* context) : Pawn(context) |
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50 | { |
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51 | RegisterObject(Turret); |
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52 | this->rotationThrust_ = 50; |
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53 | this->startDir_ = Vector3::ZERO; |
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54 | this->localZ_ = Vector3::UNIT_Z; |
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55 | this->localY_ = Vector3::UNIT_Y; |
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56 | this->localX_ = Vector3::UNIT_X; |
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57 | this->maxAttackRadius_ = 200; |
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58 | this->minAttackRadius_ = 0; |
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59 | this->maxPitch_ = 90; |
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60 | this->maxYaw_ = 90; |
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61 | this->once_ = false; |
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62 | this->rotation_ = Quaternion::IDENTITY; |
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63 | |
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64 | this->setRadarVisibility(false); |
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65 | |
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66 | //this->rayTest_ = this->getScene()->getSceneManager()->createRayQuery(Ogre::Ray()); |
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67 | } |
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68 | |
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69 | /** |
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70 | @brief |
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71 | Destructor. Destroys the rayTest_ element (if it was used) . |
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72 | */ |
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73 | Turret::~Turret() |
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74 | { |
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75 | //this->getScene()->getSceneManager()->destroyQuery(this->rayTest_); |
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76 | } |
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77 | |
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78 | /** |
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79 | @brief |
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80 | Checks, if a WorldEntity is inside the turret's range. |
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81 | |
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82 | This function is safe to use on turrets that are attached, rotated, etc. |
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83 | The turret's range is determined with the maxPitch, maxYaw, and the two attackRadius. |
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84 | |
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85 | @param target |
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86 | The WorldEntity to check |
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87 | |
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88 | @return |
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89 | The squared distance to the position. -1, if it's ouside of range |
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90 | */ |
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91 | float Turret::isInRange(const WorldEntity* target ) |
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92 | { |
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93 | //Check distance |
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94 | Vector3 distance = target->getWorldPosition() - this->getWorldPosition(); |
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95 | float distanceVal = distance.squaredLength(); |
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96 | if(distanceVal > (this->maxAttackRadius_ * this->maxAttackRadius_) || distanceVal < (this->minAttackRadius_ * this->minAttackRadius_)) |
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97 | { |
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98 | return -1.f; |
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99 | } |
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100 | |
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101 | //Check pitch |
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102 | Vector3 dir = getTransformedVector(distance, this->localX_, this->localY_, this->localZ_); |
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103 | Vector3 dirProjected = dir; |
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104 | dirProjected.x = 0; |
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105 | Vector3 startDirProjected = this->startDir_; |
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106 | startDirProjected.x = 0; |
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107 | Ogre::Real angle = startDirProjected.angleBetween(dirProjected).valueDegrees(); |
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108 | if(angle > this->maxPitch_) |
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109 | { |
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110 | return -1.f; |
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111 | } |
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112 | |
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113 | //Check yaw |
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114 | dirProjected = dir; |
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115 | dirProjected.y = 0; |
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116 | startDirProjected = this->startDir_; |
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117 | startDirProjected.y = 0; |
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118 | angle = startDirProjected.angleBetween(dirProjected).valueDegrees(); |
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119 | if(angle > this->maxYaw_) |
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120 | { |
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121 | return -1.f; |
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122 | } |
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123 | |
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124 | //TODO: Finish this. Find a way to convert objects from Ogre to Orxonox |
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125 | /*Ogre::Ray ray = Ogre::Ray(this->getWorldPosition(), distance); |
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126 | this->rayTest_->setRay(ray); |
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127 | Ogre::RaySceneQueryResult result = this->rayTest_->execute();*/ |
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128 | |
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129 | |
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130 | return distanceVal; |
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131 | } |
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132 | |
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133 | /** |
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134 | @brief |
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135 | Rotates the turret to make it aim at a certain position. |
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136 | |
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137 | @note |
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138 | There are no checks, if the position is valid (i.e. if the turret is allowed to aim there). |
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139 | This function must be called again for every tick, or the turret will stop rotating. |
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140 | |
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141 | @param position |
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142 | The position to aim at |
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143 | */ |
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144 | void Turret::aimAtPosition(const Vector3& position) |
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145 | { |
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146 | Vector3 currDir = this->getWorldOrientation() * WorldEntity::FRONT; |
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147 | Vector3 targetDir = position - this->getWorldPosition(); |
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148 | |
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149 | this->rotation_ = currDir.getRotationTo(targetDir); |
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150 | } |
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151 | |
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152 | /** |
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153 | @brief |
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154 | Does currently nothing. |
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155 | |
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156 | Should rotate the turret with the specified pitch. Contains a failed attempt at limiting said rotation. |
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157 | */ |
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158 | void Turret::rotatePitch(const Vector2& value) |
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159 | { |
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160 | //This is a failed attempt at limiting the turret's rotation. It's handled in the controller (for now?) |
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161 | /* |
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162 | Vector3 currentDir = getTransformedVector(this->getOrientation() * WorldEntity::FRONT, this->localX_, this->localY_, this->localZ_); |
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163 | Vector3 currentDirProjected = currentDir; |
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164 | currentDirProjected.x = 0; |
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165 | Vector3 startDirProjected = this->startDir_; |
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166 | startDirProjected.x = 0; |
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167 | Ogre::Real angle = startDirProjected.angleBetween(currentDirProjected).valueDegrees(); |
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168 | //orxout() << "Pitch: " << angle << endl; |
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169 | //if(angle < this->maxPitch_ || (currentDirProjected.y <= 0 && value.x > 0) || (currentDirProjected.y > 0 && value.x < 0) ) |
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170 | { |
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171 | this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x*0.8f); |
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172 | } |
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173 | */ |
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174 | } |
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175 | |
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176 | /** |
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177 | @brief |
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178 | Does currently nothing. |
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179 | |
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180 | Should rotate the turret with the specified yaw. Contains a failed attempt at limiting said rotation. |
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181 | */ |
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182 | void Turret::rotateYaw(const Vector2& value) |
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183 | { |
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184 | //This is a failed attempt at limiting the turret's rotation. It's handled in the controller (for now?) |
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185 | /* |
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186 | Vector3 currentDir = getTransformedVector(this->getOrientation() * WorldEntity::FRONT, this->localX_, this->localY_, this->localZ_); |
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187 | Vector3 currentDirProjected = currentDir; |
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188 | currentDirProjected.y = 0; |
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189 | Vector3 startDirProjected = this->startDir_; |
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190 | startDirProjected.y = 0; |
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191 | Ogre::Real angle = startDirProjected.angleBetween(currentDirProjected).valueDegrees(); |
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192 | orxout() << "Yaw: " << angle << endl; |
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193 | if(angle < this->maxYaw_ || (currentDirProjected.x <= 0 && value.x < 0) || (currentDirProjected.x > 0 && value.x > 0)) |
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194 | { |
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195 | this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x*0.8f); |
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196 | } |
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197 | */ |
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198 | } |
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199 | |
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200 | /** |
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201 | @brief |
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202 | Does currently nothing. |
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203 | |
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204 | May be used to limit turret's rotation in the future. |
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205 | */ |
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206 | void Turret::rotateRoll(const Vector2& value) |
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207 | { |
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208 | } |
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209 | |
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210 | /** |
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211 | @brief |
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212 | Loads parameters from xml |
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213 | |
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214 | Parameters loaded are: rotationThrust, maxAttackRadius, minAttackRadius, maxYaw, maxPitch |
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215 | */ |
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216 | void Turret::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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217 | { |
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218 | SUPER(Turret, XMLPort, xmlelement, mode); |
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219 | |
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220 | XMLPortParamVariable(Turret, "rotationThrust", rotationThrust_, xmlelement, mode); |
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221 | XMLPortParam(Turret, "maxAttackRadius", setMaxAttackRadius, getMaxAttackRadius, xmlelement, mode); |
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222 | XMLPortParam(Turret, "minAttackRadius", setMinAttackRadius, getMinAttackRadius, xmlelement, mode); |
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223 | XMLPortParam(Turret, "maxYaw", setMaxYaw, getMaxYaw, xmlelement, mode); |
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224 | XMLPortParam(Turret, "maxPitch", setMaxPitch, getMaxPitch, xmlelement, mode); |
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225 | } |
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226 | |
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227 | /** |
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228 | @brief |
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229 | The turret's actions are done here. |
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230 | |
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231 | Every tick, the turret gets rotated if it should, and the local axes get updated with the parent's rotation. |
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232 | |
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233 | @param dt |
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234 | Duration of the tick |
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235 | */ |
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236 | void Turret::tick(float dt) |
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237 | { |
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238 | SUPER(Turret, tick, dt); |
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239 | |
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240 | //Stuff isn't properly initialized in the c'tor, so we have to do it like this |
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241 | if(!this->once_) |
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242 | { |
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243 | //Account for rotations done in xml |
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244 | Quaternion startOrient = this->getOrientation(); |
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245 | this->localXStart_ = startOrient * this->localX_; |
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246 | this->localXStart_.normalise(); |
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247 | this->localX_ = this->localXStart_; |
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248 | this->localYStart_ = startOrient * this->localY_; |
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249 | this->localYStart_.normalise(); |
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250 | this->localY_ = this->localYStart_; |
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251 | this->localZStart_ = startOrient * this->localZ_; |
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252 | this->localZStart_.normalise(); |
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253 | this->localZ_ = this->localZStart_; |
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254 | |
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255 | //startDir should always be (0,0,-1) |
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256 | this->startDir_ = getTransformedVector(startOrient * WorldEntity::FRONT, this->localX_, this->localY_, this->localZ_); |
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257 | |
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258 | this->once_ = true; |
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259 | |
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260 | } |
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261 | |
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262 | //Adjust local axes to parent's rotation |
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263 | WorldEntity* parent = this->getParent(); |
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264 | if(parent) |
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265 | { |
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266 | Quaternion parentrot = parent->getWorldOrientation(); |
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267 | this->localX_ = parentrot * this->localXStart_; |
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268 | this->localY_ = parentrot * this->localYStart_; |
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269 | this->localZ_ = parentrot * this->localZStart_; |
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270 | } |
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271 | |
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272 | //rotate |
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273 | if(this->rotation_ != Quaternion::IDENTITY) |
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274 | { |
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275 | //Don't make the rotation instantaneous. Use an arbitrary interpolation, not that great... |
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276 | //TODO: make the rotation better (constant velocity etc.). At the moment, the turret rotates |
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277 | //slower the closer it is to the destination |
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278 | Quaternion drot = Quaternion::nlerp(dt*this->rotationThrust_/20.f, Quaternion::IDENTITY, this->rotation_); |
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279 | this->rotate(drot, WorldEntity::World); |
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280 | this->rotation_ = Quaternion::IDENTITY; |
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281 | } |
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282 | |
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283 | } |
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284 | } |
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