/* * 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: * ... * */ #include "SpaceShip.h" #include #include "core/CoreIncludes.h" #include "core/ConfigValueIncludes.h" #include "core/Template.h" #include "core/XMLPort.h" #include "tools/Shader.h" #include "util/Math.h" #include "graphics/Camera.h" #include "items/Engine.h" #include "CameraManager.h" #include "Scene.h" namespace orxonox { CreateFactory(SpaceShip); SpaceShip::SpaceShip(BaseObject* creator) : Pawn(creator), boostBlur_(NULL) { RegisterObject(SpaceShip); this->bInvertYAxis_ = false; this->steering_ = Vector3::ZERO; this->rotationThrust_ = 10; this->localAngularAcceleration_.setValue(0, 0, 0); this->bBoost_ = false; this->bBoostCooldown_ = false; this->initialBoostPower_ = 10.0f; this->boostPower_ = 10.0f; this->boostPowerRate_ = 1.0f; this->boostRate_ = 5.0f; this->boostCooldownDuration_ = 5.0f; this->shakeFrequency_ = 15.0f; this->shakeAmplitude_ = 5.0f; this->shakeDt_ = 0.0f; this->cameraOriginalPosition_ = Vector3::UNIT_SCALE; this->cameraOriginalOrientation_ = Quaternion::IDENTITY; this->lift_ = 1.0f; this->stallSpeed_ = 220.0f; this->setDestroyWhenPlayerLeft(true); // SpaceShip is always a physical object per default // Be aware of this call: The collision type legality check will not reach derived classes! this->setCollisionType(WorldEntity::Dynamic); // Get notification about collisions this->enableCollisionCallback(); this->setConfigValues(); this->registerVariables(); } SpaceShip::~SpaceShip() { if (this->isInitialized()) { this->removeAllEngines(); if (this->boostBlur_) this->boostBlur_->destroy(); } } void SpaceShip::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(SpaceShip, XMLPort, xmlelement, mode); XMLPortParamVariable(SpaceShip, "rotationThrust", rotationThrust_, xmlelement, mode); XMLPortParam(SpaceShip, "boostPower", setInitialBoostPower, getInitialBoostPower, xmlelement, mode); XMLPortParam(SpaceShip, "boostPowerRate", setBoostPowerRate, getBoostPowerRate, xmlelement, mode); XMLPortParam(SpaceShip, "boostRate", setBoostRate, getBoostRate, xmlelement, mode); XMLPortParam(SpaceShip, "boostCooldownDuration", setBoostCooldownDuration, getBoostCooldownDuration, xmlelement, mode); XMLPortParam(SpaceShip, "shakeFrequency", setShakeFrequency, getShakeFrequency, xmlelement, mode); XMLPortParam(SpaceShip, "shakeAmplitude", setShakeAmplitude, getShakeAmplitude, xmlelement, mode); XMLPortParamVariable(SpaceShip, "lift", lift_, xmlelement, mode); XMLPortParamVariable(SpaceShip, "stallSpeed", stallSpeed_, xmlelement, mode); XMLPortObject(SpaceShip, Engine, "engines", addEngine, getEngine, xmlelement, mode); } void SpaceShip::registerVariables() { registerVariable(this->rotationThrust_, VariableDirection::ToClient); registerVariable(this->boostPower_, VariableDirection::ToClient); registerVariable(this->boostPowerRate_, VariableDirection::ToClient); registerVariable(this->boostRate_, VariableDirection::ToClient); registerVariable(this->boostCooldownDuration_, VariableDirection::ToClient); registerVariable(this->shakeFrequency_, VariableDirection::ToClient); registerVariable(this->shakeAmplitude_, VariableDirection::ToClient); registerVariable(this->lift_, VariableDirection::ToClient); registerVariable(this->stallSpeed_, VariableDirection::ToClient); } void SpaceShip::setConfigValues() { SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = ship down)."); SetConfigValueExternal(bEnableMotionBlur_, "GraphicsSettings", "enableMotionBlur", true) .description("Enable or disable the motion blur effect when moving very fast") .callback(this, &SpaceShip::changedEnableMotionBlur); SetConfigValueExternal(blurStrength_, "GraphicsSettings", "blurStrength", 3.0f) .description("Defines the strength of the motion blur effect"); } bool SpaceShip::isCollisionTypeLegal(WorldEntity::CollisionType type) const { if (type != WorldEntity::Dynamic) { orxout(internal_warning) << "Cannot tell a SpaceShip not to be dynamic! Ignoring." << endl; assert(false); // Only in debug mode return false; } else return true; } void SpaceShip::tick(float dt) { SUPER(SpaceShip, tick, dt); // Run the engines for(std::vector::iterator it = this->engineList_.begin(); it != this->engineList_.end(); it++) (*it)->run(dt); if (this->hasLocalController()) { // If not in mouse look apply the angular movement to the ship. if (!this->isInMouseLook()) { this->localAngularAcceleration_ *= this->getLocalInertia() * this->rotationThrust_; this->physicalBody_->applyTorque(physicalBody_->getWorldTransform().getBasis() * this->localAngularAcceleration_); } this->localAngularAcceleration_.setValue(0, 0, 0); // If not in boost cooldown, the boost power is recharged up to the initial boost power. if(!this->isBoostCoolingDown() && this->boostPower_ < this->initialBoostPower_) { this->boostPower_ += this->boostPowerRate_*dt; } // If boosting if(this->isBoosting()) { // Discount the used power this->boostPower_ -= this->boostRate_*dt; // If the power has been used up boosting is stopped and boost cooldown is initiated. if(this->boostPower_ <= 0.0f) { this->boost(false); this->bBoostCooldown_ = true; this->timer_.setTimer(this->boostCooldownDuration_, false, createExecutor(createFunctor(&SpaceShip::boostCooledDown, this))); } // Shake the camera because of the boosting. this->shakeCamera(dt); } // Enable Blur depending on settings if(this->bEnableMotionBlur_) { if (this->boostBlur_ == NULL && this->hasLocalController() && this->hasHumanController()) { this->boostBlur_ = new Shader(this->getScene()->getSceneManager()); this->boostBlur_->setCompositorName("Radial Blur"); } if (this->boostBlur_) { float blur = this->blurStrength_ * clamp(-this->getLocalVelocity().z/(this->getMaxSpeedFront()*this->getBoostFactor()), 0.0f, 1.0f); // Show and hide blur effect depending on state of booster if(this->isBoosting()) this->boostBlur_->setVisible(blur > 0.0f); else this->boostBlur_->setVisible(false); this->boostBlur_->setParameter(0, 0, "sampleStrength", blur); } } } this->steering_ = Vector3::ZERO; } /** @brief Rotate in yaw direction. Due to added lift, can also lead to an additional right-left motion. @param value A vector whose first component specifies the magnitude of the rotation. Positive means yaw left, negative means yaw right. */ void SpaceShip::rotateYaw(const Vector2& value) { this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x); Pawn::rotateYaw(value); // This function call adds a lift to the ship when it is rotating to make it's movement more "realistic" and enhance the feeling. if (this->getLocalVelocity().z < 0 && abs(this->getLocalVelocity().z) < stallSpeed_) this->moveRightLeft(-lift_ / 5.0f * value * sqrt(abs(this->getLocalVelocity().z))); } /** @brief Rotate in pitch direction. Due to added left, can also lead to an additional up-down motion. @param value A vector whose first component specifies the magnitude of the rotation. Positive means pitch up, negative means pitch down. */ void SpaceShip::rotatePitch(const Vector2& value) { Vector2 pitch = value; if(this->bInvertYAxis_) pitch.x = -pitch.x; this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + pitch.x*0.8f); Pawn::rotatePitch(pitch); // This function call adds a lift to the ship when it is pitching to make it's movement more "realistic" and enhance the feeling. if (this->getLocalVelocity().z < 0 && abs(this->getLocalVelocity().z) < stallSpeed_) this->moveUpDown(lift_ / 5.0f * pitch * sqrt(abs(this->getLocalVelocity().z))); } /** @brief Rotate in roll direction. @param value A vector whose first component specifies the magnitude of the rotation. Positive means roll left, negative means roll right. */ void SpaceShip::rotateRoll(const Vector2& value) { this->localAngularAcceleration_.setZ(this->localAngularAcceleration_.z() + value.x); Pawn::rotateRoll(value); } void SpaceShip::fire() { } /** @brief Starts or stops boosting. @param bBoost Whether to start or stop boosting. */ void SpaceShip::boost(bool bBoost) { // Can only boost if not cooling down. if(bBoost && !this->isBoostCoolingDown()) { this->bBoost_ = true; this->backupCamera(); } // Stop boosting. if(!bBoost) { this->bBoost_ = false; this->resetCamera(); } } /** @brief Add an Engine to the SpaceShip. @param engine A pointer to the Engine to be added. */ void SpaceShip::addEngine(orxonox::Engine* engine) { OrxAssert(engine != NULL, "The engine cannot be NULL."); this->engineList_.push_back(engine); engine->addToSpaceShip(this); } /** @brief Check whether the SpaceShip has a particular Engine. @param engine A pointer to the Engine to be checked. */ bool SpaceShip::hasEngine(Engine* engine) const { for(unsigned int i = 0; i < this->engineList_.size(); i++) { if(this->engineList_[i] == engine) return true; } return false; } /** @brief Get the i-th Engine of the SpaceShip. @return Returns a pointer to the i-the Engine. NULL if there is no Engine with that index. */ Engine* SpaceShip::getEngine(unsigned int i) { if(this->engineList_.size() >= i) return NULL; else return this->engineList_[i]; } /** @brief Remove and destroy all Engines of the SpaceShip. */ void SpaceShip::removeAllEngines() { while(this->engineList_.size()) this->engineList_.back()->destroy(); } /** @brief Remove a particular Engine from the SpaceShip. @param engine A pointer to the Engine to be removed. */ void SpaceShip::removeEngine(Engine* engine) { for(std::vector::iterator it = this->engineList_.begin(); it != this->engineList_.end(); ++it) { if(*it == engine) { this->engineList_.erase(it); return; } } } /** @brief Add to the speed factor for all engines of the SpaceShip. @param factor The factor to be added. */ void SpaceShip::addSpeedFactor(float factor) { for(unsigned int i=0; iengineList_.size(); i++) this->engineList_[i]->addSpeedMultiply(factor); } /** @brief Add to the speed factor for all engines of the SpaceShip. @param speed The speed to be added. */ void SpaceShip::addSpeed(float speed) { for(unsigned int i=0; iengineList_.size(); i++) this->engineList_[i]->addSpeedAdd(speed); } /** @brief Get the mean speed factor over all engines of the SpaceShip. @return Returns the mean speed factor over all engines of the SpaceShip. */ float SpaceShip::getSpeedFactor() const { float sum = 0; unsigned int i = 0; for(; iengineList_.size(); i++) sum += this->engineList_[i]->getSpeedMultiply(); return sum/float(i); } /** @brief Get the largest maximal forward speed over all engines of the SpaceShip. @return Returns the largest forward speed over all engines of the SpaceShip. */ float SpaceShip::getMaxSpeedFront() const { float speed=0; for(unsigned int i=0; iengineList_.size(); i++) { if(this->engineList_[i]->getMaxSpeedFront() > speed) speed = this->engineList_[i]->getMaxSpeedFront(); } return speed; } /** @brief Get the mean boost factor over all engines of the SpaceShip. @return Returns the mean boost factor over all engines of the SpaceShip. */ float SpaceShip::getBoostFactor() const { float sum = 0; unsigned int i=0; for(; iengineList_.size(); i++) sum += this->engineList_[i]->getBoostFactor(); return sum/float(i); } /** @brief Is called when the enableMotionBlur config value has changed. */ void SpaceShip::changedEnableMotionBlur() { if (!this->bEnableMotionBlur_ && this->boostBlur_ != NULL) { this->boostBlur_->destroy(); this->boostBlur_ = NULL; } } /** @brief Shake the camera for a given time interval. @param dt The time interval in seconds. */ void SpaceShip::shakeCamera(float dt) { // Make sure the ship is only shaking if it's moving forward and above the maximal forward speed. if (-this->getLocalVelocity().z > this->getMaxSpeedFront()) { this->shakeDt_ += dt; float frequency = this->shakeFrequency_ * (square(abs(this->getLocalVelocity().z))); if (this->shakeDt_ >= 1.0f/frequency) this->shakeDt_ -= 1.0f/frequency; Degree angle = Degree(sin(this->shakeDt_ * math::twoPi * frequency) * this->shakeAmplitude_); Camera* camera = this->getCamera(); //Shaking Camera effect if (camera != 0) camera->setOrientation(Vector3::UNIT_X, angle); } // If the camera is no shaking, reset it. else this->resetCamera(); } /** @brief Save the original position and orientation of the camera. */ void SpaceShip::backupCamera() { Camera* camera = CameraManager::getInstance().getActiveCamera(); if(camera != NULL) { this->cameraOriginalPosition_ = camera->getPosition(); this->cameraOriginalOrientation_ = camera->getOrientation(); } } /** @brief Reset the camera to its original position. */ void SpaceShip::resetCamera() { Camera *camera = this->getCamera(); if (camera == 0) { orxout(internal_warning) << "Failed to reset camera!" << endl; return; } this->shakeDt_ = 0.0f; camera->setPosition(this->cameraOriginalPosition_); camera->setOrientation(this->cameraOriginalOrientation_); } }