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source: code/trunk/src/modules/weapons/RocketController.cc @ 10062

Last change on this file since 10062 was 9667, checked in by landauf, 11 years ago

merged core6 back to trunk

  • Property svn:eol-style set to native
File size: 3.4 KB
RevLine 
[7129]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:
[8855]23*     Gabriel Nadler
[7129]24*   Co-authors:
25*      ...
26*
27*/
28
[8855]29/**
30    @file BasicProjectile.h
31    @brief Implementation of the BasicProjectile class.
32*/
33
[7129]34#include "RocketController.h"
[8855]35
[7129]36#include "util/Math.h"
37#include "worldentities/pawns/Pawn.h"
[8855]38#include "projectiles/SimpleRocket.h"
39#include "weaponmodes/SimpleRocketFire.h"
[7129]40
41namespace orxonox
42{
43    /**
44    @brief
[8855]45        Constructor.
[7129]46    */
[9667]47    RocketController::RocketController(Context* context) : Controller(context)
[7129]48    {
49        RegisterObject(RocketController);
[8858]50//        orxout() << "RocketController constructed" << endl;
[7129]51
[8855]52        // Create a rocket for the controller.
[9667]53        this->rocket_ = new SimpleRocket(this->getContext());
[7129]54        this->rocket_->setController(this);
[9348]55        this->setControllableEntity(orxonox_cast<ControllableEntity*>(this->rocket_));
[7129]56    }
57
58
59    /**
60    @brief
[8855]61        The controlling happens here. This method defines what the controller has to do each tick.
[7129]62    @param dt
[8855]63        The duration of the tick.
[7129]64    */
65    void RocketController::tick(float dt)
66    {
67        if (this->target_ && this->rocket_->hasFuel()) {
[8855]68            this->updateTargetPosition();
69            this->moveToPosition(this->targetPosition_);
[7129]70        }
71    }
72
73    RocketController::~RocketController()
74    {
[8858]75//        orxout() << "RocketController destroyed" << endl;
[7129]76    }
77
[8855]78    /**
79    @brief
80        Update the position of the target.
81    */
82    void RocketController::updateTargetPosition()
[7129]83    {
[8855]84        this->targetPosition_ = this->target_->getWorldPosition(); //don't really note a difference in the rocket behaviour xD
[7129]85        //this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getWorldPosition(),this->getControllableEntity()->getVelocity().length() , this->target_->getWorldPosition(), this->target_->getVelocity());
86    }
87
88    void RocketController::moveToPosition(const Vector3& target)
89    {
90        if (!this->getControllableEntity())
91            return;
92
93        Vector2 coord = get2DViewdirection(this->rocket_->getPosition(), this->rocket_->getOrientation() * WorldEntity::FRONT, this->rocket_->getOrientation() * WorldEntity::UP, target);
94        float distance = (target - this->rocket_->getWorldPosition()).length();
95
96
97        if (distance > 1000 && this->rocket_->getVelocity().squaredLength()<160000)
98            this->rocket_->setAcceleration(this->rocket_->getOrientation()*Vector3(-20,-20,-20));
99        if (distance <1000) this->rocket_->setAcceleration(0,0,0);
100
101        this->rocket_->rotateYaw(-sgn(coord.x)*coord.x*coord.x);
102        this->rocket_->rotatePitch(sgn(coord.y)*coord.y*coord.y);
103    }
104
105}
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