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source: code/trunk/src/orxonox/objects/worldentities/pawns/SpaceShip.cc @ 3087

Last change on this file since 3087 was 3039, checked in by landauf, 15 years ago

changed rotation convertion.

+pitch is a counterclockwise rotation around the x axis (pointing to the right)
+yaw is a counterclockwise rotation around the y axis (pointing upwards)
+roll is a counterclockwise rotation around the z axis (pointing backwards)

This corresponds to the implementation of Ogre and Bullet, so we don't have to apply magic "-" signs anymore.

Don't get misleaded by wikipedia, they use another convention using a weird mix of clockwise and counterclockwise rotation. Our system is rather like this, except for the names of the axes:
http://developer.valvesoftware.com/w/images/7/7e/Roll_pitch_yaw.gif

So a rotation around an axis is counterclockwise if the clock faces in the direction of the axis. I hope you get it. ;)

(This will break the AI even more, but it will be fixed in a later commit.)

  • Property svn:eol-style set to native
File size: 7.2 KB
Line 
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:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "SpaceShip.h"
31
32#include "BulletDynamics/Dynamics/btRigidBody.h"
33
34#include "util/Math.h"
35#include "util/Exception.h"
36#include "core/CoreIncludes.h"
37#include "core/ConfigValueIncludes.h"
38#include "core/Template.h"
39#include "core/XMLPort.h"
40#include "objects/items/Engine.h"
41
42namespace orxonox
43{
44    const float orientationGain = 100;
45    CreateFactory(SpaceShip);
46
47    SpaceShip::SpaceShip(BaseObject* creator) : Pawn(creator)
48    {
49        RegisterObject(SpaceShip);
50
51        this->primaryThrust_  = 100;
52        this->auxilaryThrust_ =  30;
53        this->rotationThrust_ =  10;
54
55        this->localLinearAcceleration_.setValue(0, 0, 0);
56        this->localAngularAcceleration_.setValue(0, 0, 0);
57        this->bBoost_ = false;
58        this->bPermanentBoost_ = false;
59        this->steering_ = Vector3::ZERO;
60        this->engine_ = 0;
61
62
63        this->bInvertYAxis_ = false;
64
65        this->setDestroyWhenPlayerLeft(true);
66
67        // SpaceShip is always a physical object per default
68        // Be aware of this call: The collision type legality check will not reach derived classes!
69        this->setCollisionType(WorldEntity::Dynamic);
70        // Get notification about collisions
71        this->enableCollisionCallback();
72
73        this->setConfigValues();
74        this->registerVariables();
75    }
76
77    SpaceShip::~SpaceShip()
78    {
79        if (this->isInitialized() && this->engine_)
80            delete this->engine_;
81    }
82
83    void SpaceShip::XMLPort(Element& xmlelement, XMLPort::Mode mode)
84    {
85        SUPER(SpaceShip, XMLPort, xmlelement, mode);
86
87        XMLPortParam(SpaceShip, "engine",            setEngineTemplate,    getEngineTemplate,    xmlelement, mode);
88        XMLPortParamVariable(SpaceShip, "primaryThrust",  primaryThrust_,  xmlelement, mode);
89        XMLPortParamVariable(SpaceShip, "auxilaryThrust", auxilaryThrust_, xmlelement, mode);
90        XMLPortParamVariable(SpaceShip, "rotationThrust", rotationThrust_, xmlelement, mode);
91    }
92
93    void SpaceShip::registerVariables()
94    {
95        registerVariable(this->primaryThrust_,  variableDirection::toclient);
96        registerVariable(this->auxilaryThrust_, variableDirection::toclient);
97        registerVariable(this->rotationThrust_, variableDirection::toclient);
98    }
99
100    void SpaceShip::setConfigValues()
101    {
102        SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = ship down).");
103    }
104
105    bool SpaceShip::isCollisionTypeLegal(WorldEntity::CollisionType type) const
106    {
107        if (type != WorldEntity::Dynamic)
108        {
109            CCOUT(1) << "Error: Cannot tell a SpaceShip not to be dynamic! Ignoring." << std::endl;
110            assert(false); // Only in debug mode
111            return false;
112        }
113        else
114            return true;
115    }
116
117    void SpaceShip::tick(float dt)
118    {
119        SUPER(SpaceShip, tick, dt);
120
121        if (this->hasLocalController())
122        {
123/*
124            this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() * getMass() * this->auxilaryThrust_);
125            this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() * getMass() * this->auxilaryThrust_);
126            if (this->localLinearAcceleration_.z() > 0)
127                this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->auxilaryThrust_);
128            else
129                this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->primaryThrust_);
130            this->physicalBody_->applyCentralForce(physicalBody_->getWorldTransform().getBasis() * this->localLinearAcceleration_);
131            this->localLinearAcceleration_.setValue(0, 0, 0);
132*/
133            if (!this->isInMouseLook())
134            {
135                this->localAngularAcceleration_ *= this->getLocalInertia() * this->rotationThrust_;
136                this->physicalBody_->applyTorque(physicalBody_->getWorldTransform().getBasis() * this->localAngularAcceleration_);
137                this->localAngularAcceleration_.setValue(0, 0, 0);
138            }
139        }
140    }
141
142    void SpaceShip::moveFrontBack(const Vector2& value)
143    {
144        this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() - value.x);
145        this->steering_.z = -value.x;
146    }
147
148    void SpaceShip::moveRightLeft(const Vector2& value)
149    {
150        this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() + value.x);
151        this->steering_.x = value.x;
152    }
153
154    void SpaceShip::moveUpDown(const Vector2& value)
155    {
156        this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() + value.x);
157        this->steering_.y = value.x;
158    }
159
160    void SpaceShip::rotateYaw(const Vector2& value)
161    {
162        this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x);
163
164        Pawn::rotateYaw(value);
165    }
166
167    void SpaceShip::rotatePitch(const Vector2& value)
168    {
169        this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x);
170
171        Pawn::rotatePitch(value);
172    }
173
174    void SpaceShip::rotateRoll(const Vector2& value)
175    {
176        this->localAngularAcceleration_.setZ(this->localAngularAcceleration_.z() + value.x);
177
178        Pawn::rotateRoll(value);
179    }
180
181    void SpaceShip::fire()
182    {
183    }
184
185    void SpaceShip::boost()
186    {
187        this->bBoost_ = true;
188    }
189
190    void SpaceShip::loadEngineTemplate()
191    {
192        if (this->enginetemplate_ != "")
193        {
194            Template* temp = Template::getTemplate(this->enginetemplate_);
195
196            if (temp)
197            {
198                Identifier* identifier = temp->getBaseclassIdentifier();
199
200                if (identifier)
201                {
202                    BaseObject* object = identifier->fabricate(this);
203                    this->engine_ = dynamic_cast<Engine*>(object);
204
205                    if (this->engine_)
206                    {
207                        this->engine_->addTemplate(temp);
208                        this->engine_->addToSpaceShip(this);
209                    }
210                    else
211                    {
212                        delete object;
213                    }
214                }
215            }
216        }
217    }
218
219    void SpaceShip::setEngine(Engine* engine)
220    {
221        this->engine_ = engine;
222        if (engine && engine->getShip() != this)
223            engine->addToSpaceShip(this);
224    }
225}
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