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