/*
* 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:
* Fabian 'x3n' Landau
* Co-authors:
* ...
*
*/
#ifndef _Engine_H__
#define _Engine_H__
#include "OrxonoxPrereqs.h"
#include "util/OrxAssert.h"
#include "Item.h"
namespace orxonox
{
/**
@brief
The Engine class provides propulsion to the SpaceShip.
There are many parameters that can be specified:
- The relativePosition, specifies the position relative to the center of the SpaceShip the Engine is mounted on.
- The maximal speed, there are four maximal speeds that can be specified: The speedfront, the maximal forward speed. The speedback>, the maximal backward speed. The speedleftright, the maximal speed in y-direction of the SpaceShip coordinate frame. The speedupdown, the maximal speed in z-direction of the SpaceShip coordinate frame. All maximal speeds (naturally) have to be non-negative.
- The acceleration, there are five types of acceleration that can be specified: The accelerationfront, the forward acceleration. The accelerationbrake, the braking acceleration. The accelerationback, the backward acceleration. The accelerationleftright, the acceleration in y-direction. The accelerationupdown, the acceleration in z-direction. All accelerations have to be non-negative.
- The boostfactor, specifies the factor by which boosting increases the speed. This has to be non-negative, as well. Beware that maximal speeds can be overcome through boosting.
- The template, the name of the engine template. Allows for parameters of the Engine be set trough a template.
@author
Fabian 'x3n' Landau
*/
class _OrxonoxExport Engine : public Item
{
public:
Engine(Context* context);
virtual ~Engine();
virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
void setConfigValues();
virtual void run(float dt); // Run the engine for a given time interval.
virtual void addToSpaceShip(SpaceShip* ship); // Adds the Engine to the input SpaceShip.
/**
@brief Get the SpaceShip this Engine is mounted on.
@return Returns a pointer to the SpaceShip. nullptr if it isn't mounted on any ship.
*/
inline SpaceShip* getShip() const
{ return this->ship_; }
/**
@brief Set the relative position of the Engine.
@param position The relative position with respect to the SpaceShip it is mounted on.
*/
inline void setRelativePosition(const Vector3 &position)
{ this->relativePosition_ = position; }
/**
@brief Get the relative position of the Engine.
@return Returns the relative position with respect to the SpaceShip it is mounted on.
*/
inline const Vector3& getRelativePosition() const
{ return this->relativePosition_; }
/**
@brief Set the maximal forward speed of the Engine.
@param speed The speed to be set. Must be non-negative.
*/
//TODO: Better OrxVerify()?
inline void setMaxSpeedFront(float speed)
{ OrxAssert(speed >= 0.0f, "The input speed must be non-negative."); this->maxSpeedFront_ = speed; }
/**
@brief Set the maximal backward speed of the Engine.
@param speed The speed to be set. Must be non-negative.
*/
inline void setMaxSpeedBack(float speed)
{ OrxAssert(speed >= 0.0f, "The input speed must be non-negative."); this->maxSpeedBack_ = speed; }
/**
@brief Set the maximal left-right speed of the Engine.
@param speed The speed to be set. Must be non-negative.
*/
inline void setMaxSpeedLeftRight(float speed)
{ OrxAssert(speed >= 0.0f, "The input speed must be non-negative."); this->maxSpeedLeftRight_ = speed; }
/**
@brief Set the maximal up-down speed of the Engine.
@param speed The speed to be set. Must be non-negative.
*/
inline void setMaxSpeedUpDown(float speed)
{ OrxAssert(speed >= 0.0f, "The input speed must be non-negative."); this->maxSpeedUpDown_ = speed; }
/**
@brief Get the maximal forward speed of the Engine.
@return Returns the maximal forward speed of the Engine. Is non-negative.
*/
inline float getMaxSpeedFront() const
{ return this->maxSpeedFront_; }
/**
@brief Get the maximal backward speed of the Engine.
@return Returns the maximal backward speed of the Engine. Is non-negative.
*/
inline float getMaxSpeedBack() const
{ return this->maxSpeedBack_; }
/**
@brief Get the maximal left-right speed of the Engine.
@return Returns the maximal left-right speed of the Engine. Is non-negative.
*/
inline float getMaxSpeedLeftRight() const
{ return this->maxSpeedLeftRight_; }
/**
@brief Get the maximal up-down speed of the Engine.
@return Returns the maximal up-down speed of the Engine. Is non-negative.
*/
inline float getMaxSpeedUpDown() const
{ return this->maxSpeedUpDown_; }
/**
@brief Set the forward acceleration produced by the Engine.
@param acceleration The forward acceleration produced by the Engine. Must be non-negative.
*/
inline void setAccelerationFront(float acceleration)
{ OrxAssert(acceleration >= 0.0f, "The input acceleration must be non-negative."); this->accelerationFront_ = acceleration; }
/**
@brief Set the breaking acceleration produced by the Engine.
@param acceleration The breaking acceleration produced by the engine. Must be non-negative.
*/
inline void setAccelerationBrake(float acceleration)
{ OrxAssert(acceleration >= 0.0f, "The input acceleration must be non-negative."); this->accelerationBrake_ = acceleration; }
/**
@brief Set the backward acceleration produced by the Engine.
@param acceleration The backward acceleration produced by the Engine.
*/
inline void setAccelerationBack(float acceleration)
{ OrxAssert(acceleration >= 0.0f, "The input acceleration must be non-negative."); this->accelerationBack_ = acceleration; }
/**
@brief Set the left-right acceleration produced by the Engine.
@param acceleration The left-right acceleration produced by the Engine.
*/
inline void setAccelerationLeftRight(float acceleration)
{ OrxAssert(acceleration >= 0.0f, "The input acceleration must be non-negative."); this->accelerationLeftRight_ = acceleration; }
/**
@brief Set the up-down acceleration produced by the Engine.
@param acceleration The
*/
inline void setAccelerationUpDown(float acceleration)
{ OrxAssert(acceleration >= 0.0f, "The input acceleration must be non-negative."); this->accelerationUpDown_ = acceleration; }
/**
@brief Get the forward acceleration produced by the Engine.
@return Returns the forward acceleration produced by the Engine. Is non-negative.
*/
inline float getAccelerationFront() const
{ return this->accelerationFront_; }
/**
@brief Get the breaking acceleration produced by the Engine.
@return Returns the breaking acceleration produced by the Engine. Is non-negative.
*/
inline float getAccelerationBrake() const
{ return this->accelerationBrake_; }
/**
@brief Get the backward acceleration produced by the Engine.
@return Returns the backward acceleration produced by the Engine. Is non-negative.
*/
inline float getAccelerationBack() const
{ return this->accelerationBack_; }
/**
@brief Get the left-right acceleration produced by the Engine.
@return Returns the left-right acceleration produced by the Engine. Is non-negative.
*/
inline float getAccelerationLeftRight() const
{ return this->accelerationLeftRight_; }
/**
@brief Get the up-down acceleration produced by the Engine.
@return Returns the up-down acceleration produced by the Engine. Is non-negative.
*/
inline float getAccelerationUpDown() const
{ return this->accelerationUpDown_; }
/**
@brief Set the factor by which boosting increases the forward acceleration of the Engine.
@param factor The boost factor. Needs to be positive.
*/
inline void setBoostFactor(float factor)
{ OrxAssert(factor > 0.0f, "The input factor must be positive."); this->boostFactor_ = factor; }
/**
@brief Get the boost factor of the Engine.
@return Returns the factor by which boosting increases the forward acceleration of the Engine. Is positive.
*/
inline float getBoostFactor() const
{ return this->boostFactor_; }
/**
@brief Add to the additional forward speed factor.
@param factor The speed that is added to the additional forward speed. Must be non-negative.
*/
inline void addSpeedAdd(float speed)
{ this->speedAdd_ += speed; }
/**
@brief Add to the forward speed multiplication factor.
@param factor The factor by which the forward speed multiplication factor is multiplied. Must be non-negative.
*/
inline void addSpeedMultiply(float factor)
{ OrxAssert(factor >= 0.0f, "The factor must be non-negative."); this->speedMultiply_ *= factor; }
/**
@brief Get the additional forward speed.
@return Returns the additional forward speed.
*/
inline float getSpeedAdd(void)
{ return this->speedAdd_; }
/**
@brief Get the forward speed multiplication factor.
@return Returns the forward speed multiplication factor.
*/
inline float getSpeedMultiply(void)
{ return this->speedMultiply_; }
/**
@brief Set the engine template, that specifies the parameters for the Engine.
@param temp The name of the engine template.
*/
inline void setEngineTemplate(const std::string& temp)
{ this->engineTemplate_ = temp; this->loadEngineTemplate(); }
/**
@brief Get the engine template, that specifies the parameters for the Engine.
@return Returns the name of the engine template.
*/
inline const std::string& getEngineTemplate() const
{ return this->engineTemplate_; }
protected:
void loadEngineTemplate(); // Load the engine template.
virtual const Vector3& getSteering() const; // Get the steering direction imposed upon the Engine.
private:
void registerVariables();
void networkcallback_shipID();
std::string engineTemplate_; //!< The template that specifies the Engine's parameters.
SpaceShip* ship_; //!< A pointer to the SpaceShip the Engine is mounted on.
unsigned int shipID_; //!< Object ID of the SpaceShip the Engine is mounted on.
Vector3 relativePosition_; //!< The relative position of the Engine with respect to the SpaceShip it is mounted on.
float boostFactor_; //!< The factor by which boosting increases the forward acceleration.
float speedAdd_; //!< Additional forward speed. Is not bounded by the maximal forward speed.
float speedMultiply_; //!< Forward speed multiplication factor. Is not bounded by the maximal forward speed.
float maxSpeedFront_; //!< The maximal forward speed.
float maxSpeedBack_; //!< The maximal backward speed.
float maxSpeedLeftRight_; //!< The maximal left-right speed.
float maxSpeedUpDown_; //!< The maximal up-down speed.
float accelerationFront_; //!< Forward acceleration produced by the Engine.
float accelerationBrake_; //!< Breaking acceleration produced by the Engine.
float accelerationBack_; //!< Backward acceleration produced by the Engine.
float accelerationLeftRight_; //!< Left-right acceleration produced by the Engine.
float accelerationUpDown_; //!< Up-down acceleration produced by the Engine.
};
}
#endif /* _Engine_H__ */