[10871] | 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 |
---|
[10946] | 11 | * of the License, or (at your option)any later version. |
---|
[10871] | 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: |
---|
[10885] | 23 | * Gani Aliguzhinov |
---|
| 24 | |
---|
[10871] | 25 | * Co-authors: |
---|
[10923] | 26 | * ... |
---|
[10871] | 27 | * |
---|
| 28 | */ |
---|
[10946] | 29 | #include <OgreMatrix3.h> //for Quaternion manipulations |
---|
| 30 | |
---|
| 31 | #include "util/Math.h" |
---|
| 32 | #include "core/XMLPort.h" |
---|
[10871] | 33 | #include "controllers/FlyingController.h" |
---|
[10885] | 34 | |
---|
[10946] | 35 | #include "worldentities/pawns/SpaceShip.h" //for boosting |
---|
| 36 | |
---|
[10871] | 37 | namespace orxonox |
---|
| 38 | { |
---|
[11028] | 39 | const float FlyingController::SPEED = 0.9f/0.02f; |
---|
| 40 | const float FlyingController::ROTATEFACTOR = 0.6f/0.02f; |
---|
| 41 | |
---|
[10871] | 42 | RegisterClass (FlyingController); |
---|
| 43 | |
---|
[10885] | 44 | FlyingController::FlyingController(Context* context): CommonController(context) |
---|
[10871] | 45 | { |
---|
[10885] | 46 | RegisterObject(FlyingController); |
---|
[10879] | 47 | this->rotationProgress_ = 0; |
---|
[10871] | 48 | this->spread_ = 200; |
---|
[10888] | 49 | this->tolerance_ = 80; |
---|
[10958] | 50 | this->bCopyOrientation_ = true; |
---|
[10871] | 51 | } |
---|
| 52 | FlyingController::~FlyingController() |
---|
| 53 | { |
---|
| 54 | } |
---|
[10877] | 55 | |
---|
[10885] | 56 | void FlyingController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
---|
[10871] | 57 | { |
---|
[10885] | 58 | XMLPortParam(FlyingController, "spread", setSpread, getSpread, xmlelement, mode); |
---|
| 59 | XMLPortParam(FlyingController, "formationMode", setFormationModeXML, getFormationModeXML, xmlelement, mode); |
---|
| 60 | SUPER(FlyingController, XMLPort, xmlelement, mode); |
---|
[10871] | 61 | } |
---|
| 62 | |
---|
[11071] | 63 | void FlyingController::setFormationModeXML(const std::string& val) |
---|
[10871] | 64 | { |
---|
[10885] | 65 | const std::string valUpper = getUppercase(val); |
---|
[11071] | 66 | FormationMode value; |
---|
[10871] | 67 | |
---|
[10946] | 68 | if (valUpper == "WALL") |
---|
[10871] | 69 | value = FormationMode::WALL; |
---|
[10946] | 70 | else if (valUpper == "FINGER4") |
---|
[10871] | 71 | value = FormationMode::FINGER4; |
---|
[10946] | 72 | else if (valUpper == "DIAMOND") |
---|
[10871] | 73 | value = FormationMode::DIAMOND; |
---|
| 74 | else |
---|
[10946] | 75 | ThrowException(ParseError, std::string("Attempting to set an unknown FormationMode: '")+ val + "'."); |
---|
[10885] | 76 | this->setFormationMode(value); |
---|
[10871] | 77 | } |
---|
[10885] | 78 | std::string FlyingController::getFormationModeXML() const |
---|
[10871] | 79 | { |
---|
[10946] | 80 | switch (this->formationMode_) |
---|
[10871] | 81 | { |
---|
| 82 | case FormationMode::WALL: |
---|
[10923] | 83 | { return "WALL"; } |
---|
[10871] | 84 | case FormationMode::FINGER4: |
---|
[10923] | 85 | { return "FINGER4"; } |
---|
[10871] | 86 | case FormationMode::DIAMOND: |
---|
[10923] | 87 | { return "DIAMOND"; } |
---|
[10871] | 88 | default: |
---|
[10923] | 89 | return "DIAMOND"; |
---|
[10871] | 90 | } |
---|
| 91 | } |
---|
| 92 | void FlyingController::stopMoving() |
---|
| 93 | { |
---|
| 94 | this->bHasTargetPosition_ = false; |
---|
| 95 | } |
---|
[10946] | 96 | /** |
---|
| 97 | @brief |
---|
| 98 | if distance to targetPosition is smaller than this->tolerance_, no moving should be made, otherwise |
---|
| 99 | find amount of yaw and pitch that have to be applied, so that ship looks at targetPosition, then |
---|
| 100 | ship is moved forward towards targetPosition. Also target orientation is being applied. |
---|
| 101 | */ |
---|
[10923] | 102 | void FlyingController::moveToPosition(const Vector3& targetPosition, float dt) |
---|
[10871] | 103 | { |
---|
[10923] | 104 | if (!this->getControllableEntity()) |
---|
| 105 | return; |
---|
[10871] | 106 | ControllableEntity* entity = this->getControllableEntity(); |
---|
| 107 | |
---|
[10946] | 108 | float distance = (targetPosition - entity->getPosition()).length(); |
---|
[10871] | 109 | |
---|
[10946] | 110 | if (distance >= this->tolerance_) |
---|
[10871] | 111 | { |
---|
[10946] | 112 | //function that calculates how much yaw and pitch are to be applied |
---|
[10880] | 113 | Vector2 coord = get2DViewCoordinates |
---|
[10946] | 114 | (entity->getPosition() , |
---|
[10880] | 115 | entity->getOrientation() * WorldEntity::FRONT, |
---|
| 116 | entity->getOrientation() * WorldEntity::UP, |
---|
[10946] | 117 | targetPosition); |
---|
| 118 | //limit yaw and pitch by [-1,1] |
---|
| 119 | float rotateX = -clamp(coord.x * 10, -1.0f, 1.0f); |
---|
| 120 | float rotateY = clamp(coord.y * 10, -1.0f, 1.0f); |
---|
| 121 | |
---|
| 122 | if (!entity) |
---|
| 123 | return; |
---|
| 124 | |
---|
| 125 | //apply yaw and pitch |
---|
| 126 | entity->rotateYaw(ROTATEFACTOR * rotateX * dt); |
---|
| 127 | entity->rotatePitch(ROTATEFACTOR * rotateY * dt); |
---|
| 128 | |
---|
| 129 | if (!entity) |
---|
| 130 | return; |
---|
| 131 | |
---|
| 132 | //only move either if ship looks at target with a certain tolerance, or if ship is far enough for it to be ok to move in a curve. |
---|
[10923] | 133 | if (distance > this->tolerance_*1.5f || (rotateX > -0.03 && rotateX < 0.03 && rotateY > -0.03 && rotateY < 0.03)) |
---|
[10946] | 134 | entity->moveFrontBack(SPEED * dt); |
---|
| 135 | //roll |
---|
| 136 | copyTargetOrientation(dt); |
---|
[10871] | 137 | } |
---|
| 138 | else |
---|
| 139 | { |
---|
| 140 | bHasTargetPosition_ = false; |
---|
| 141 | } |
---|
| 142 | } |
---|
[10946] | 143 | /** |
---|
| 144 | @brief |
---|
| 145 | fly towards a preset targetPosition_ |
---|
| 146 | */ |
---|
[10871] | 147 | void FlyingController::moveToTargetPosition(float dt) |
---|
| 148 | { |
---|
| 149 | this->moveToPosition (this->targetPosition_, dt); |
---|
| 150 | } |
---|
[10946] | 151 | /** |
---|
| 152 | @brief |
---|
| 153 | roll ship so that it has same roll as orient |
---|
| 154 | */ |
---|
[10885] | 155 | void FlyingController::copyOrientation(const Quaternion& orient, float dt) |
---|
[10871] | 156 | { |
---|
[10923] | 157 | //copied from |
---|
[10879] | 158 | //http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Quaternion+and+Rotation+Primer&structure=Tutorials#Q._How_can_I_make_my_objects_rotate_smoothly_You_mentioned_slerp_etc_ |
---|
| 159 | //how can I make my objects rotate smoothly? |
---|
[10923] | 160 | if (!this->getControllableEntity()) |
---|
| 161 | return; |
---|
[10879] | 162 | Quaternion myOrient = this->getControllableEntity()->getOrientation(); |
---|
[10881] | 163 | this->rotationProgress_ += dt; |
---|
[10875] | 164 | |
---|
[10879] | 165 | if (this->rotationProgress_ > 1) |
---|
| 166 | { |
---|
| 167 | this->rotationProgress_ = 0; |
---|
[10881] | 168 | this->bHasTargetOrientation_ = false; |
---|
[10879] | 169 | } |
---|
| 170 | else |
---|
| 171 | { |
---|
[10923] | 172 | Quaternion deltaOrientation = Quaternion::Slerp(rotationProgress_, myOrient, orient, true); |
---|
[10881] | 173 | |
---|
[10923] | 174 | Matrix3 deltaMatrix, myMatrix; |
---|
[10881] | 175 | |
---|
[10923] | 176 | deltaOrientation.ToRotationMatrix(deltaMatrix); |
---|
[10879] | 177 | myOrient.ToRotationMatrix (myMatrix); |
---|
[10875] | 178 | |
---|
[10923] | 179 | Radian yawDelta, pitchDelta, rollDelta, yawMy, pitchMy, rollMy; |
---|
| 180 | deltaMatrix.ToEulerAnglesYXZ(yawDelta, pitchDelta, rollDelta); |
---|
| 181 | myMatrix.ToEulerAnglesYXZ (yawMy, pitchMy, rollMy); |
---|
[10881] | 182 | |
---|
[10923] | 183 | if (!this->getControllableEntity()) |
---|
| 184 | return; |
---|
| 185 | this->getControllableEntity()->rotateRoll ((rollDelta.valueRadians() - rollMy.valueRadians())*ROTATEFACTOR*dt); |
---|
[10879] | 186 | } |
---|
[10871] | 187 | } |
---|
[10946] | 188 | /** |
---|
| 189 | @brief |
---|
| 190 | roll ship so that it has same roll as a preset targetOrientation_ |
---|
| 191 | */ |
---|
[10885] | 192 | void FlyingController::copyTargetOrientation(float dt) |
---|
[10871] | 193 | { |
---|
[10885] | 194 | if (bHasTargetOrientation_) |
---|
[10871] | 195 | { |
---|
[10923] | 196 | this->copyOrientation(targetOrientation_, dt); |
---|
[10871] | 197 | } |
---|
| 198 | } |
---|
[10946] | 199 | /** |
---|
| 200 | @brief |
---|
| 201 | set Vector to fly to |
---|
| 202 | */ |
---|
[10885] | 203 | void FlyingController::setTargetPosition(const Vector3& target) |
---|
[10871] | 204 | { |
---|
| 205 | this->targetPosition_ = target; |
---|
| 206 | this->bHasTargetPosition_ = true; |
---|
| 207 | } |
---|
[10946] | 208 | /** |
---|
| 209 | @brief |
---|
| 210 | set orientation to apply |
---|
| 211 | */ |
---|
[10885] | 212 | void FlyingController::setTargetOrientation(const Quaternion& orient) |
---|
[10871] | 213 | { |
---|
| 214 | this->targetOrientation_=orient; |
---|
| 215 | this->bHasTargetOrientation_=true; |
---|
| 216 | } |
---|
[10946] | 217 | /** |
---|
| 218 | @brief |
---|
| 219 | set orientation to apply |
---|
| 220 | */ |
---|
[10885] | 221 | void FlyingController::setTargetOrientation(ControllableEntity* target) |
---|
[10871] | 222 | { |
---|
[10885] | 223 | if (target) |
---|
[10923] | 224 | this->setTargetOrientation(target->getOrientation()); |
---|
[10871] | 225 | } |
---|
[10946] | 226 | /** |
---|
| 227 | @brief |
---|
| 228 | boost if you can |
---|
| 229 | */ |
---|
[10871] | 230 | void FlyingController::boostControl() |
---|
| 231 | { |
---|
[10923] | 232 | if (!this->getControllableEntity()) |
---|
| 233 | return; |
---|
[10871] | 234 | SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity()); |
---|
[11071] | 235 | if(ship == nullptr) return; |
---|
[10946] | 236 | if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower()) //upper limit ->boost |
---|
[10871] | 237 | { |
---|
| 238 | this->getControllableEntity()->boost(true); |
---|
| 239 | } |
---|
| 240 | else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost |
---|
| 241 | { |
---|
| 242 | this->getControllableEntity()->boost(false); |
---|
| 243 | } |
---|
| 244 | } |
---|
[10946] | 245 | /** |
---|
| 246 | @brief |
---|
| 247 | keep this ship in a formation with its division |
---|
| 248 | */ |
---|
[10886] | 249 | void FlyingController::keepFormation(const ControllableEntity* leaderEntity, Vector3& targetRelativePosition) |
---|
| 250 | { |
---|
[10946] | 251 | if (!this->getControllableEntity()) |
---|
| 252 | return; |
---|
[10886] | 253 | ControllableEntity* myEntity = this->getControllableEntity(); |
---|
| 254 | Vector3 myPosition = myEntity->getWorldPosition(); |
---|
| 255 | |
---|
| 256 | if (!leaderEntity) |
---|
| 257 | { |
---|
| 258 | return; |
---|
| 259 | } |
---|
| 260 | Quaternion orient = leaderEntity->getWorldOrientation(); |
---|
| 261 | Vector3 leaderPosition = leaderEntity->getWorldPosition(); |
---|
| 262 | |
---|
| 263 | if (!leaderEntity) |
---|
| 264 | { |
---|
| 265 | return; |
---|
| 266 | } |
---|
[10946] | 267 | //calculate where in world coordinates this ship should fly |
---|
[10886] | 268 | Vector3 targetAbsolutePosition = |
---|
| 269 | (leaderPosition + (orient*WorldEntity::FRONT) * (leaderEntity->getVelocity().length()/5) |
---|
| 270 | + (orient* (targetRelativePosition))); |
---|
[10946] | 271 | //let ship finish rotating. also don't call copyOrientation too often as it is a slow function. Don't know how to do it different |
---|
[10958] | 272 | if (this->bCopyOrientation_) |
---|
[10886] | 273 | this->setTargetOrientation (orient); |
---|
[10946] | 274 | //set a position to fly to |
---|
[10886] | 275 | this->setTargetPosition (targetAbsolutePosition); |
---|
[10946] | 276 | |
---|
| 277 | //boost if too far |
---|
[10886] | 278 | if ((targetAbsolutePosition - myPosition).length() > this->tolerance_ * 1.5f) |
---|
| 279 | { |
---|
| 280 | this->boostControl(); |
---|
| 281 | } |
---|
| 282 | else |
---|
| 283 | { |
---|
[10946] | 284 | if (!this->getControllableEntity()) |
---|
| 285 | return; |
---|
| 286 | this->getControllableEntity()->boost(false); |
---|
[10886] | 287 | } |
---|
| 288 | } |
---|
[10871] | 289 | } |
---|