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source: code/branches/tutorial5/src/orxonox/worldentities/pawns/SpaceShip.h @ 10276

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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#ifndef _SpaceShip_H__
30#define _SpaceShip_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <string>
35#include <LinearMath/btVector3.h>
36
37#include "tools/Timer.h"
38#include "util/Math.h"
39#include "util/OrxAssert.h"
40
41#include "Pawn.h"
42
43namespace orxonox
44{
45
46    /**
47    @brief
48        The SpaceShip is the principal entity through which the player interacts with the game. Its main function is to fly, however many things, such as @ref orxonox::Engine Engines or @ref orxonox::Weapon Weapons, can be attached to it.
49
50        There are several parameters that define the behavior of the SpaceShip>
51        - The <b>rotationThrust</b>, specifies the force with which the SpaceShip rotates.
52        - The <b>boost</b>, there are quite some parameters pertaining to boosting. The boost is a special move of the SpaceShip, where, for a limited amount of time, it can fly considerably faster than usual. The <b>boostPower</b> is the amount of power available for boosting. The <b>boostPowerRate</b> is the rate at which the boost power is replenished. The <b>boostRate</b> is the rate at which boosting uses power. And the <b>boostCooldownDuration</b> is the time the SpaceShip cannot boost, once all the boost power has been used up. Naturally all of these parameters must be non-negative.
53        - The <b>boost shaking</b>, when the SpaceShip boosts, the camera shakes to create a more immersive effect. Two parameters can be used to adjust the effect. The <b>shakeFrequency</b> is the frequency with which the camera shakes. And the <b>shakeAmplitude</b> is the amount with which the camera shakes. Again these parameters must bee non-negative.
54        - The <b>lift</b> creates a more natural flight feeling through the addition of a lift force. There are again tow parameters that can be specified. The <b>lift</b> which is the lift force that is applied. And the <b>stallSpeed</b> which is the forward speed after which no more lift is generated.
55
56        As mentioned @ref orxonox::Engine Engines can be mounted on the SpaceShip. Here is a (primitive) example of a SpaceShip defined in XML:
57        @code
58        <SpaceShip
59            rotationThrust    = 50
60
61            lift = 1;
62            stallSpeed = 220;
63
64            boostPower            = 15
65            boostPowerRate        = 1
66            boostRate             = 5
67            boostCooldownDuration = 10
68
69            shakeFrequency = 15
70            shakeAmplitude = 9
71
72            collisionType     = "dynamic"
73            mass              = 100
74            linearDamping     = 0.7
75            angularDamping    = 0.9999999
76            >
77                <engines>
78                    <Engine />
79                    <Engine />
80                </engines>
81            </SpaceShip>
82        @endcode
83
84    @author
85        Fabian 'x3n' Landau
86    */
87    class _OrxonoxExport SpaceShip : public Pawn
88    {
89        public:
90            SpaceShip(Context* context);
91            virtual ~SpaceShip();
92
93            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
94            virtual void tick(float dt);
95            void setConfigValues();
96
97            /**
98            @brief Move forward or backward,
99            @param value A vector whose first component specifies the amount of movement. Positive means forward, negative means backward.
100            */
101            virtual void moveFrontBack(const Vector2& value)
102                { this->steering_.z -= value.x; }
103            /**
104            @brief Move right or left.
105            @param value A vector whose first component specifies the amount of movement. Positive means right, negative means left.
106            */
107            virtual void moveRightLeft(const Vector2& value)
108                { this->steering_.x += value.x; }
109            /**
110            @brief Move up or down.
111            @param value A vector whose first component specifies the amount of movement. Positive means up, negative means down.
112            */
113            virtual void moveUpDown(const Vector2& value)
114                { this->steering_.y += value.x; }
115
116            virtual void rotateYaw(const Vector2& value); // Rotate in yaw direction.
117            virtual void rotatePitch(const Vector2& value); // Rotate in pitch direction.
118            virtual void rotateRoll(const Vector2& value); // Rotate in roll direction.
119
120            virtual void fire();
121            virtual void boost(bool bBoost); // Starts or stops boosting.
122
123            void addEngine(Engine* engine); // Add an Engine to the SpaceShip.
124            bool hasEngine(Engine* engine) const; // Check whether the SpaceShip has a particular Engine.
125            Engine* getEngine(unsigned int i); // Get the i-th Engine of the SpaceShip.
126            Engine* getEngineByName(const std::string& name);
127            /**
128            @brief Get the list of all Engines that are mounted on the SpaceShip.
129            @return Returns a vector of all Engines of the SpaceShip.
130            */
131            inline const std::vector<Engine*>& getEngineList() const
132                { return this->engineList_; }
133            void removeEngine(Engine* engine); // Remove and destroy all Engines of the SpaceShip.
134            void removeAllEngines(); // Remove a particular Engine from the SpaceShip.
135
136            void addSpeedFactor(float factor); // Add to the speed factor for all engines of the SpaceShip.
137            void addSpeed(float speed); // Add to the speed of all engines of the SpaceShip.
138            float getSpeedFactor() const; // Get the mean speed factor over all engines of the SpaceShip.
139   
140            float getMaxSpeedFront() const; // Get the largest maximal forward speed over all engines of the SpaceShip.
141            float getBoostFactor() const; // Get the mean boost factor over all engines of the SpaceShip.
142
143            /**
144            @brief Set the steering direction of the SpaceShip.
145                   This is set through the user input.
146            @param direction The direction the SpaceShip should steer in.
147            */
148            inline void setSteeringDirection(const Vector3& direction)
149                { this->steering_ = direction; }
150            /**
151            @brief Get the steering direction of the SpaceShip.
152            @return Returns the steering direction of the SpaceShip. The length of the vector is the amount of steering needed.
153            */
154            inline const Vector3& getSteeringDirection() const
155                { return this->steering_; }
156
157            /**
158            @brief Check whether the SpaceShip is currently boosting.
159            @return Returns true if the SpaceShip is boosting, false if not.
160            */
161            inline bool isBoosting() const
162                { return this->bBoost_; }
163            /**
164            @brief Check whether the SpaceShip boost is cooling down.
165            @return Returns true if the SpaceShip is cooling down from boosting.
166            */
167            inline bool isBoostCoolingDown() const
168                { return bBoostCooldown_; }
169
170            /**
171            @brief Set the initial power available for boosting to the input value.
172                   The current boost power is set to the input value as well.
173            @param power The initial boost power. Must be non-negative.
174            */
175            inline void setInitialBoostPower(float power)
176                { OrxAssert(power >= 0.0f, "The boost power must be non-negative."); this->initialBoostPower_ = power; this->boostPower_ = power; }
177            /**
178            @brief Set the rate, at which boost power is recharged, to the input value.
179            @param rate The boost power rate in units per second. Must be non-negative.
180            */
181            inline void setBoostPowerRate(float rate)
182                { OrxAssert(rate >= 0.0f, "The boost power rate must be non-negative."); this->boostPowerRate_ = rate; }
183            /**
184            @brief Set the rate, at which boost power us used up, to the input value.
185            @param rate The boost rate in units per second. Must be non-negative.
186            */
187            inline void setBoostRate(float rate)
188                { OrxAssert(rate >= 0.0f, "The boost rate must be non-negative."); this->boostRate_ = rate; }
189            /**
190            @brief Set the duration for which boosting, if in cooldown, is not possible.
191                   Cooldown is reached if all boost power is depleted.
192            @param duration The cooldown duration in seconds. Must be non-negative.
193            */
194            inline void setBoostCooldownDuration(float duration)
195                { OrxAssert(duration >= 0.0f, "The boost cooldown duration must be non-negative."); this->boostCooldownDuration_ = duration; }
196            /**
197            @brief Set the frequency with which the camera shakes during boosting.
198            @param frequency The frequency in times per second. Must be non-negative.
199            */
200            inline void setShakeFrequency(float frequency)
201                { OrxAssert(frequency >= 0.0f, "The shake frequency must be non-negative."); this->shakeFrequency_ = frequency; }
202            /**
203            @brief Set the amplitude with which the camera shakes during boosting.
204            @param amplitude The amplitude. Must be non-negative.
205            */
206            inline void setShakeAmplitude(float amplitude)
207                { OrxAssert(amplitude >= 0.0f, "The shake amplitude must be non-negative."); this->shakeAmplitude_ = amplitude; }
208
209            /**
210            @brief Get the initial boost power. Is non-negative.
211            @return Returns the initial boost power.
212            */
213            inline float getInitialBoostPower() const
214                { return this->initialBoostPower_; }
215            /**
216            @brief Get the current boost power. Is non-negative.
217            @return Returns the current boost power.
218            */
219            inline float getBoostPower() const
220                { return this->boostPower_; }
221            /**
222            @brief Get the boost power rate.
223            @return Returns the boost power rate in units per second. Is non-negative.
224            */
225            inline float getBoostPowerRate() const
226                { return this->boostPowerRate_; }
227            /**
228            @brief Get the boost rate.
229            @return Returns the boost rate in units per second. Is non-negative.
230            */
231            inline float getBoostRate() const
232                { return this->boostRate_; }
233            /**
234            @brief Get the cooldown duration.
235            @return Returns the cooldown duration in seconds. Is non-negative.
236            */
237            inline float getBoostCooldownDuration() const
238                { return this->boostCooldownDuration_; }
239            /**
240            @brief Get the shake frequency.
241            @return Returns the shake frequency in times per seconds. Is non-negative.
242            */
243            inline float getShakeFrequency() const
244                { return this->shakeFrequency_; }
245            /**
246            @brief Get the shake amplitude.
247            @return Returns the shake amplitude. Is non-negative.
248            */
249            inline float getShakeAmplitude() const
250                { return this->shakeAmplitude_; }
251
252        protected:
253            bool bInvertYAxis_;
254
255            Vector3 steering_; //!< The direction and magnitude of the steering action given through user input.
256
257            float rotationThrust_;               //!< Force with which the SpaceShip rotates.
258            btVector3 localAngularAcceleration_; //!< The acceleration that accounts for angular movement and is used internally.
259
260            bool bBoost_;                 //!< Whether the SpaceShip is currently boosting.
261            bool bBoostCooldown_;         //!< Whether the SpaceShip is currently in boost cooldown, during which boosting is impossible.
262            float initialBoostPower_;     //!< The initial (and maximal) boost power.
263            float boostPower_;            //!< The current boost power.
264            float boostPowerRate_;        //!< The rate at which the boost power is recharged.
265            float boostRate_;             //!< The rate at which boost power is used up.
266            float boostCooldownDuration_; //!< The duration for which boost cooldown is in effect.
267            float shakeFrequency_;        //!< The frequency of the shaking of the camera due to boosting.
268            float shakeAmplitude_;        //!< The amplitude of the shaking of the camera due to boosting.
269
270            float lift_;       //!< The amount of lift that is added.
271            float stallSpeed_; //!< The forward speed where no more lift is added.
272
273        private:
274            void registerVariables();
275            virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const;
276
277            void changedEnableMotionBlur(); // Is called when the enableMotionBlur config value has changed.
278            /**
279            @brief Callback function. Is called when the boost has cooled down.
280            */
281            void boostCooledDown(void)
282                { this->bBoostCooldown_ = false; }
283
284            void shakeCamera(float dt); // Shake the camera for a given time interval.
285            void backupCamera(); // Save the original position and orientation of the camera.
286            void resetCamera(); // Reset the camera to its original position.
287
288            std::vector<Engine*> engineList_; //!< The list of all Engines mounted on this SpaceShip.
289
290            Timer timer_;                          //!< Timer for the cooldown duration.
291            float shakeDt_;                        //!< Temporary variable for the shaking of the camera.
292            Vector3 cameraOriginalPosition_;       //!< The original position of the camera before shaking it.
293            Quaternion cameraOriginalOrientation_; //!< The original orientation of the camera before shaking it.
294
295            Shader* boostBlur_;      //!< A radial blur shader, applied when boosting according to the amount of boosting.
296            float blurStrength_;     //!< The strength of the applied blur.
297            bool bEnableMotionBlur_; //!< Whether motion blur is enabled or not.
298       
299    };
300}
301
302#endif /* _SpaceShip_H__ */
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