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source: code/trunk/src/orxonox/worldentities/pawns/SpaceShip.h @ 9947

Last change on this file since 9947 was 9667, checked in by landauf, 11 years ago

merged core6 back to trunk

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[2072]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#ifndef _SpaceShip_H__
30#define _SpaceShip_H__
31
32#include "OrxonoxPrereqs.h"
33
[3196]34#include <string>
35#include <LinearMath/btVector3.h>
[8727]36
[7801]37#include "tools/Timer.h"
[3196]38#include "util/Math.h"
[8727]39#include "util/OrxAssert.h"
40
[2072]41#include "Pawn.h"
42
43namespace orxonox
44{
[8727]45
46    /**
47    @brief
48        The SpaceShip is the principal entity through which the player interacts with the game. Its main function is to fly, however many things, such as @ref orxonox::Engine Engines or @ref orxonox::Weapon Weapons, can be attached to it.
49
50        There are several parameters that define the behavior of the SpaceShip>
51        - The <b>rotationThrust</b>, specifies the force with which the SpaceShip rotates.
52        - The <b>boost</b>, there are quite some parameters pertaining to boosting. The boost is a special move of the SpaceShip, where, for a limited amount of time, it can fly considerably faster than usual. The <b>boostPower</b> is the amount of power available for boosting. The <b>boostPowerRate</b> is the rate at which the boost power is replenished. The <b>boostRate</b> is the rate at which boosting uses power. And the <b>boostCooldownDuration</b> is the time the SpaceShip cannot boost, once all the boost power has been used up. Naturally all of these parameters must be non-negative.
53        - The <b>boost shaking</b>, when the SpaceShip boosts, the camera shakes to create a more immersive effect. Two parameters can be used to adjust the effect. The <b>shakeFrequency</b> is the frequency with which the camera shakes. And the <b>shakeAmplitude</b> is the amount with which the camera shakes. Again these parameters must bee non-negative.
54        - The <b>lift</b> creates a more natural flight feeling through the addition of a lift force. There are again tow parameters that can be specified. The <b>lift</b> which is the lift force that is applied. And the <b>stallSpeed</b> which is the forward speed after which no more lift is generated.
55
56        As mentioned @ref orxonox::Engine Engines can be mounted on the SpaceShip. Here is a (primitive) example of a SpaceShip defined in XML:
57        @code
58        <SpaceShip
59            rotationThrust    = 50
60
61            lift = 1;
62            stallSpeed = 220;
63
64            boostPower            = 15
65            boostPowerRate        = 1
66            boostRate             = 5
67            boostCooldownDuration = 10
68
69            shakeFrequency = 15
70            shakeAmplitude = 9
71
72            collisionType     = "dynamic"
73            mass              = 100
74            linearDamping     = 0.7
75            angularDamping    = 0.9999999
76            >
77                <engines>
78                    <Engine />
79                    <Engine />
80                </engines>
81            </SpaceShip>
82        @endcode
83
84    @author
85        Fabian 'x3n' Landau
86    */
[2072]87    class _OrxonoxExport SpaceShip : public Pawn
88    {
89        public:
[9667]90            SpaceShip(Context* context);
[2072]91            virtual ~SpaceShip();
92
93            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
94            virtual void tick(float dt);
95            void setConfigValues();
96
[8727]97            /**
98            @brief Move forward or backward,
99            @param value A vector whose first component specifies the amount of movement. Positive means forward, negative means backward.
100            */
101            virtual void moveFrontBack(const Vector2& value)
102                { this->steering_.z -= value.x; }
103            /**
104            @brief Move right or left.
105            @param value A vector whose first component specifies the amount of movement. Positive means right, negative means left.
106            */
107            virtual void moveRightLeft(const Vector2& value)
108                { this->steering_.x += value.x; }
109            /**
110            @brief Move up or down.
111            @param value A vector whose first component specifies the amount of movement. Positive means up, negative means down.
112            */
113            virtual void moveUpDown(const Vector2& value)
114                { this->steering_.y += value.x; }
[2072]115
[8727]116            virtual void rotateYaw(const Vector2& value); // Rotate in yaw direction.
117            virtual void rotatePitch(const Vector2& value); // Rotate in pitch direction.
118            virtual void rotateRoll(const Vector2& value); // Rotate in roll direction.
[2072]119
120            virtual void fire();
[8706]121            virtual void boost(bool bBoost); // Starts or stops boosting.
[2072]122
[8727]123            void addEngine(Engine* engine); // Add an Engine to the SpaceShip.
124            bool hasEngine(Engine* engine) const; // Check whether the SpaceShip has a particular Engine.
125            Engine* getEngine(unsigned int i); // Get the i-th Engine of the SpaceShip.
126            /**
127            @brief Get the list of all Engines that are mounted on the SpaceShip.
128            @return Returns a vector of all Engines of the SpaceShip.
129            */
130            inline const std::vector<Engine*>& getEngineList() const
[8706]131                { return this->engineList_; }
[8727]132            void removeEngine(Engine* engine); // Remove and destroy all Engines of the SpaceShip.
133            void removeAllEngines(); // Remove a particular Engine from the SpaceShip.
[2072]134
[8727]135            void addSpeedFactor(float factor); // Add to the speed factor for all engines of the SpaceShip.
136            void addSpeed(float speed); // Add to the speed of all engines of the SpaceShip.
137            float getSpeedFactor() const; // Get the mean speed factor over all engines of the SpaceShip.
138   
139            float getMaxSpeedFront() const; // Get the largest maximal forward speed over all engines of the SpaceShip.
140            float getBoostFactor() const; // Get the mean boost factor over all engines of the SpaceShip.
[8706]141
[8727]142            /**
143            @brief Set the steering direction of the SpaceShip.
144                   This is set through the user input.
145            @param direction The direction the SpaceShip should steer in.
146            */
[2662]147            inline void setSteeringDirection(const Vector3& direction)
148                { this->steering_ = direction; }
[8727]149            /**
150            @brief Get the steering direction of the SpaceShip.
151            @return Returns the steering direction of the SpaceShip. The length of the vector is the amount of steering needed.
152            */
[2662]153            inline const Vector3& getSteeringDirection() const
154                { return this->steering_; }
[2072]155
[8727]156            /**
157            @brief Check whether the SpaceShip is currently boosting.
158            @return Returns true if the SpaceShip is boosting, false if not.
159            */
160            inline bool isBoosting() const
[2662]161                { return this->bBoost_; }
[8727]162            /**
163            @brief Check whether the SpaceShip boost is cooling down.
164            @return Returns true if the SpaceShip is cooling down from boosting.
165            */
166            inline bool isBoostCoolingDown() const
167                { return bBoostCooldown_; }
[2662]168
[8727]169            /**
170            @brief Set the initial power available for boosting to the input value.
171                   The current boost power is set to the input value as well.
172            @param power The initial boost power. Must be non-negative.
173            */
174            inline void setInitialBoostPower(float power)
175                { OrxAssert(power >= 0.0f, "The boost power must be non-negative."); this->initialBoostPower_ = power; this->boostPower_ = power; }
176            /**
177            @brief Set the rate, at which boost power is recharged, to the input value.
178            @param rate The boost power rate in units per second. Must be non-negative.
179            */
180            inline void setBoostPowerRate(float rate)
181                { OrxAssert(rate >= 0.0f, "The boost power rate must be non-negative."); this->boostPowerRate_ = rate; }
182            /**
183            @brief Set the rate, at which boost power us used up, to the input value.
184            @param rate The boost rate in units per second. Must be non-negative.
185            */
186            inline void setBoostRate(float rate)
187                { OrxAssert(rate >= 0.0f, "The boost rate must be non-negative."); this->boostRate_ = rate; }
188            /**
189            @brief Set the duration for which boosting, if in cooldown, is not possible.
190                   Cooldown is reached if all boost power is depleted.
191            @param duration The cooldown duration in seconds. Must be non-negative.
192            */
193            inline void setBoostCooldownDuration(float duration)
194                { OrxAssert(duration >= 0.0f, "The boost cooldown duration must be non-negative."); this->boostCooldownDuration_ = duration; }
195            /**
196            @brief Set the frequency with which the camera shakes during boosting.
197            @param frequency The frequency in times per second. Must be non-negative.
198            */
199            inline void setShakeFrequency(float frequency)
200                { OrxAssert(frequency >= 0.0f, "The shake frequency must be non-negative."); this->shakeFrequency_ = frequency; }
201            /**
202            @brief Set the amplitude with which the camera shakes during boosting.
203            @param amplitude The amplitude. Must be non-negative.
204            */
205            inline void setShakeAmplitude(float amplitude)
206                { OrxAssert(amplitude >= 0.0f, "The shake amplitude must be non-negative."); this->shakeAmplitude_ = amplitude; }
207
208            /**
209            @brief Get the initial boost power. Is non-negative.
210            @return Returns the initial boost power.
211            */
212            inline float getInitialBoostPower() const
213                { return this->initialBoostPower_; }
214            /**
215            @brief Get the current boost power. Is non-negative.
216            @return Returns the current boost power.
217            */
[8706]218            inline float getBoostPower() const
219                { return this->boostPower_; }
[8727]220            /**
221            @brief Get the boost power rate.
222            @return Returns the boost power rate in units per second. Is non-negative.
223            */
224            inline float getBoostPowerRate() const
225                { return this->boostPowerRate_; }
226            /**
227            @brief Get the boost rate.
228            @return Returns the boost rate in units per second. Is non-negative.
229            */
230            inline float getBoostRate() const
231                { return this->boostRate_; }
232            /**
233            @brief Get the cooldown duration.
234            @return Returns the cooldown duration in seconds. Is non-negative.
235            */
236            inline float getBoostCooldownDuration() const
237                { return this->boostCooldownDuration_; }
238            /**
239            @brief Get the shake frequency.
240            @return Returns the shake frequency in times per seconds. Is non-negative.
241            */
242            inline float getShakeFrequency() const
243                { return this->shakeFrequency_; }
244            /**
245            @brief Get the shake amplitude.
246            @return Returns the shake amplitude. Is non-negative.
247            */
248            inline float getShakeAmplitude() const
249                { return this->shakeAmplitude_; }
[2662]250
[2072]251        protected:
252            bool bInvertYAxis_;
253
[8727]254            Vector3 steering_; //!< The direction and magnitude of the steering action given through user input.
[2072]255
[8727]256            float rotationThrust_;               //!< Force with which the SpaceShip rotates.
257            btVector3 localAngularAcceleration_; //!< The acceleration that accounts for angular movement and is used internally.
[8706]258
[8727]259            bool bBoost_;                 //!< Whether the SpaceShip is currently boosting.
260            bool bBoostCooldown_;         //!< Whether the SpaceShip is currently in boost cooldown, during which boosting is impossible.
261            float initialBoostPower_;     //!< The initial (and maximal) boost power.
262            float boostPower_;            //!< The current boost power.
263            float boostPowerRate_;        //!< The rate at which the boost power is recharged.
264            float boostRate_;             //!< The rate at which boost power is used up.
265            float boostCooldownDuration_; //!< The duration for which boost cooldown is in effect.
266            float shakeFrequency_;        //!< The frequency of the shaking of the camera due to boosting.
267            float shakeAmplitude_;        //!< The amplitude of the shaking of the camera due to boosting.
268
269            float lift_;       //!< The amount of lift that is added.
270            float stallSpeed_; //!< The forward speed where no more lift is added.
271
[2662]272        private:
[7163]273            void registerVariables();
[2662]274            virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const;
275
[8727]276            void changedEnableMotionBlur(); // Is called when the enableMotionBlur config value has changed.
277            /**
278            @brief Callback function. Is called when the boost has cooled down.
279            */
280            void boostCooledDown(void)
281                { this->bBoostCooldown_ = false; }
[8706]282
[8727]283            void shakeCamera(float dt); // Shake the camera for a given time interval.
284            void backupCamera(); // Save the original position and orientation of the camera.
285            void resetCamera(); // Reset the camera to its original position.
286
287            std::vector<Engine*> engineList_; //!< The list of all Engines mounted on this SpaceShip.
288
289            Timer timer_;                          //!< Timer for the cooldown duration.
290            float shakeDt_;                        //!< Temporary variable for the shaking of the camera.
291            Vector3 cameraOriginalPosition_;       //!< The original position of the camera before shaking it.
292            Quaternion cameraOriginalOrientation_; //!< The original orientation of the camera before shaking it.
293
294            Shader* boostBlur_;      //!< A radial blur shader, applied when boosting according to the amount of boosting.
295            float blurStrength_;     //!< The strength of the applied blur.
296            bool bEnableMotionBlur_; //!< Whether motion blur is enabled or not.
[8706]297       
[2072]298    };
299}
300
301#endif /* _SpaceShip_H__ */
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