/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Maurus Kaufmann * Co-authors: * ... * */ #include "SpaceBoundaries.h" #include #include "core/CoreIncludes.h" #include "core/object/ObjectListIterator.h" #include "core/XMLPort.h" #include "graphics/Billboard.h" #include "infos/PlayerInfo.h" #include "worldentities/WorldEntity.h" #include "worldentities/pawns/Pawn.h" namespace orxonox { RegisterClass(SpaceBoundaries); SpaceBoundaries::SpaceBoundaries(Context* context) : StaticEntity(context) { RegisterObject(SpaceBoundaries); this->setMaxDistance(3000); this->setWarnDistance(this->getMaxDistance()); this->setShowDistance(this->getMaxDistance()); this->setReaction(0); } SpaceBoundaries::~SpaceBoundaries() { if (this->isInitialized()) { this->pawnsIn_.clear(); for(BillboardAdministration& billboard : this->billboards_) { if( billboard.billy != nullptr) { delete billboard.billy; } } this->billboards_.clear(); } } void SpaceBoundaries::checkWhoIsIn() { pawnsIn_.clear(); for(Pawn* currentPawn : ObjectList()) { if( this->reaction_ == 0 ) { float distance = this->computeDistance(currentPawn); if(distance <= this->maxDistance_) { pawnsIn_.push_back(currentPawn); } } else if (this->reaction_ == 2) { float distance = this->computeDistance(currentPawn); if(distance >= this->maxDistance_) { pawnsIn_.push_back(currentPawn); } } else { pawnsIn_.push_back(currentPawn); } } } void SpaceBoundaries::positionBillboard(const Vector3& position, float alpha) { size_t current; for (current = 0; current < this->billboards_.size(); ++current) if (!this->billboards_[current].usedYet) break; if (current == this->billboards_.size()) { Billboard* billboard = new Billboard(this->getContext()); billboard->setPosition(position); billboard->setSyncMode(ObjectDirection::None); this->setBillboardOptions(billboard); BillboardAdministration ba = {true, billboard}; this->billboards_.push_back(ba); } this->billboards_[current].billy->setPosition(position); this->billboards_[current].billy->setVisible(true); this->billboards_[current].billy->setColour(ColourValue(1, 1, 1, alpha)); this->billboards_[current].usedYet = true; Vector3 directionVector = (this->getWorldPosition() - position).normalisedCopy(); // vector from the position of the billboard to the center of the sphere this->billboards_[current].billy->setCommonDirection(directionVector); Vector3 upVector = Vector3(directionVector.z, directionVector.z, -(directionVector.x + directionVector.y)); // vector perpendicular to the direction vector upVector.normalise(); this->billboards_[current].billy->setCommonUpVector(upVector); } void SpaceBoundaries::setBillboardOptions(Billboard *billy) { if(billy != nullptr) { billy->setMaterial("Grid"); billy->setBillboardType(Ogre::BBT_PERPENDICULAR_COMMON); billy->setDefaultDimensions(150, 150); billy->setVisible(true); } } void SpaceBoundaries::removeAllBillboards() { for(BillboardAdministration& billboard : this->billboards_) { billboard.usedYet = false; billboard.billy->setVisible(false); } } void SpaceBoundaries::setMaxDistance(float r) { this->maxDistance_ = r; } float SpaceBoundaries::getMaxDistance() { return this->maxDistance_; } void SpaceBoundaries::setWarnDistance(float r) { this->warnDistance_ = r; } float SpaceBoundaries::getWarnDistance() { return this->warnDistance_; } void SpaceBoundaries::setShowDistance(float r) { this->showDistance_ = r; } float SpaceBoundaries::getShowDistance() { return this->showDistance_; } void SpaceBoundaries::setHealthDecrease(float amount) { this->healthDecrease_ = amount/1000; } float SpaceBoundaries::getHealthDecrease() { return this->healthDecrease_; } void SpaceBoundaries::setReaction(int mode) { this->reaction_ = mode; } int SpaceBoundaries::getReaction() { return this->reaction_; } void SpaceBoundaries::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(SpaceBoundaries, XMLPort, xmlelement, mode); XMLPortParam(SpaceBoundaries, "maxDistance", setMaxDistance, getMaxDistance, xmlelement, mode); XMLPortParam(SpaceBoundaries, "warnDistance", setWarnDistance, getWarnDistance, xmlelement, mode); XMLPortParam(SpaceBoundaries, "showDistance", setShowDistance, getShowDistance, xmlelement, mode); XMLPortParam(SpaceBoundaries, "healthDecrease", setHealthDecrease, getHealthDecrease, xmlelement, mode); XMLPortParam(SpaceBoundaries, "reactionMode", setReaction, getReaction, xmlelement, mode); } void SpaceBoundaries::tick(float dt) { this->checkWhoIsIn(); this->removeAllBillboards(); float distance; bool humanItem; for(Pawn* currentPawn : pawnsIn_) { if( currentPawn && currentPawn->getNode() ) { distance = this->computeDistance(currentPawn); humanItem = this->isHumanPlayer(currentPawn); // orxout() << "Distance:" << distance << endl; // message for debugging if(distance > this->warnDistance_ && distance < this->maxDistance_) // Display warning { if(humanItem) { this->displayWarning("Attention! You are close to the boundary!"); } } if(/* humanItem &&*/ abs(this->maxDistance_ - distance) < this->showDistance_ ) { this->displayBoundaries(currentPawn, 1.0f - fabs(this->maxDistance_ - distance) / this->showDistance_); // Show the boundary } if(distance > this->maxDistance_ && (this->reaction_ == 1) ) { if( humanItem ) { // orxout() << "Health should be decreasing!" << endl; this->displayWarning("You are out of the area now!"); } currentPawn->removeHealth( (distance - this->maxDistance_) * this->healthDecrease_); } if( (this->reaction_ == 0) && (distance + 100 > this->maxDistance_)) // Exception: A Pawn can't move more than 100 units per tick. { this->conditionalBounceBack(currentPawn, distance, dt); } if( this->reaction_ == 2 && (distance - 100 < this->maxDistance_) ) { this->conditionalBounceBack(currentPawn, distance, dt); } } } } float SpaceBoundaries::computeDistance(WorldEntity *item) { if(item != nullptr) { Vector3 itemPosition = item->getWorldPosition(); return (itemPosition.distance(this->getWorldPosition())); } else { return -1; } } void SpaceBoundaries::displayWarning(const std::string warnText) { // TODO } void SpaceBoundaries::displayBoundaries(Pawn *item, float alpha) { Vector3 direction = item->getWorldPosition() - this->getWorldPosition(); direction.normalise(); Vector3 boundaryPosition = this->getWorldPosition() + direction * this->maxDistance_; this->positionBillboard(boundaryPosition, alpha); } void SpaceBoundaries::conditionalBounceBack(Pawn *item, float currentDistance, float dt) { Vector3 normal = item->getWorldPosition() - this->getWorldPosition(); normal.normalise(); Vector3 velocity = item->getVelocity(); float normalSpeed = item->getVelocity().dotProduct(normal); /* Check, whether the Pawn would leave the boundary in the next tick, if so send it back. */ if( this->reaction_ == 0 && currentDistance + normalSpeed * dt > this->maxDistance_ - 10 ) // -10: "security measure" { bounceBack(item, &normal, &velocity); } else if (this->reaction_ == 2 && currentDistance - normalSpeed * dt < this->maxDistance_ + 10 ) // 10: "security measure" { normal = normal * (-1); bounceBack(item, &normal, &velocity); } } void SpaceBoundaries::bounceBack(Pawn *item, Vector3 *normal, Vector3 *velocity) { float dampingFactor = 0.5; *velocity = velocity->reflect(*normal); Vector3 acceleration = item->getAcceleration(); acceleration = acceleration.reflect(*normal); item->lookAt( *velocity + this->getWorldPosition() ); item->setAcceleration(acceleration * dampingFactor); item->setVelocity(*velocity * dampingFactor); item->setPosition( item->getWorldPosition() - *normal * 10 ); // Set the position of the Pawn to be well inside the boundary. } bool SpaceBoundaries::isHumanPlayer(Pawn *item) { if(item != nullptr) { if(item->getPlayer()) { return item->getPlayer()->isHumanPlayer(); } } return false; } }