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source: orxonox.OLD/branches/control/src/world_entities/space_ships/hover.cc @ 7134

Last change on this file since 7134 was 7072, checked in by bensch, 19 years ago

collision stuff

File size: 11.3 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "hover.h"
20
21#include "weapons/weapon_manager.h"
22#include "weapons/test_gun.h"
23#include "weapons/turret.h"
24#include "weapons/cannon.h"
25
26#include "factory.h"
27#include "key_mapper.h"
28#include "event_handler.h"
29#include "state.h"
30
31#include "graphics_engine.h"
32
33using namespace std;
34
35CREATE_FACTORY(Hover, CL_HOVER);
36
37/**
38 *  destructs the hover, deletes alocated memory
39 */
40Hover::~Hover ()
41{
42  this->setPlayer(NULL);
43}
44
45/**
46 * loads a Hover information from a specified file.
47 * @param fileName the name of the File to load the hover from (absolute path)
48 */
49Hover::Hover(const char* fileName)
50{
51  this->init();
52  TiXmlDocument doc(fileName);
53
54  if(!doc.LoadFile())
55  {
56    PRINTF(2)("Loading file %s failed for Hover.\n", fileName);
57    return;
58  }
59
60  this->loadParams(doc.RootElement());
61}
62
63/**
64 *  creates a new Spaceship from Xml Data
65 * @param root the xml element containing spaceship data
66
67   @todo add more parameters to load
68*/
69Hover::Hover(const TiXmlElement* root)
70{
71  this->init();
72  if (root != NULL)
73    this->loadParams(root);
74
75  //weapons:
76  Weapon* wpRight = new TestGun(0);
77  wpRight->setName("testGun Right");
78  Weapon* wpLeft = new TestGun(1);
79  wpLeft->setName("testGun Left");
80  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
81
82  cannon->setName("BFG");
83
84  this->addWeapon(wpLeft, 1, 0);
85  this->addWeapon(wpRight,1 ,1);
86  this->addWeapon(cannon, 0, 2);
87
88  this->getWeaponManager()->changeWeaponConfig(1);
89  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
90
91  this->loadModel("models/ships/hoverglider_mainbody.obj");
92}
93
94
95/**
96 * initializes a Hover
97 */
98void Hover::init()
99{
100  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
101  this->setClassID(CL_HOVER, "Hover");
102
103  this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3);
104  this->loadModel("models/ships/hoverglider_rotor.obj", 1.0f, 4);
105  this->loadModel("models/ships/rotor.obj", .45f, 5);
106
107  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
108  mouseSensitivity = 0.005;
109
110  this->rotorSpeed = 1000.0f;
111  this->rotorCycle = 0.0f;
112  this->cameraLook = 0.0f;
113  this->rotation = 0.0f;
114  this->acceleration = 25.0f;
115  this->airFriction = 3.0f;
116
117  // camera - issue
118  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
119  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
120  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
121  this->cameraNode.setParent(this);
122
123  // rotors
124  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
125  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
126  this->wingNodeLeft.setParent(this);
127  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
128  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
129  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
130  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
131
132  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
133  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
134  this->wingNodeRight.setParent(this);
135  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
136  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
137  this->rotorNodeRight.setParent(&this->wingNodeRight);
138  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
139
140  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
141
142
143  //add events to the eventlist
144  registerEvent(KeyMapper::PEV_FORWARD);
145  registerEvent(KeyMapper::PEV_BACKWARD);
146  registerEvent(KeyMapper::PEV_LEFT);
147  registerEvent(KeyMapper::PEV_RIGHT);
148  registerEvent(KeyMapper::PEV_UP);
149  registerEvent(KeyMapper::PEV_DOWN);
150  registerEvent(KeyMapper::PEV_FIRE1);
151  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
152  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
153  registerEvent(EV_MOUSE_MOTION);
154
155
156  // WEAPON_MANAGER configuration
157  this->getWeaponManager()->setSlotCount(5);
158
159  this->getWeaponManager()->setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
160  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
161
162  this->getWeaponManager()->setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
163  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
164
165  this->getWeaponManager()->setSlotPosition(2, Vector(-1.63, .809, -.003));
166  this->getWeaponManager()->setSlotCapability(2, WTYPE_HEAVY);
167
168  /// TODO: THESE ARE TOO MUCH
169  this->getWeaponManager()->setSlotPosition(3, Vector(-1.63, .678, -.652));
170  this->getWeaponManager()->setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
171
172  this->getWeaponManager()->setSlotPosition(4, Vector(-1.63, .678, .652));
173  this->getWeaponManager()->setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
174
175  this->cameraNode.setRelCoor(1,5,0);
176  this->getWeaponManager()->getFixedTarget()->setParent(&this->cameraNode);
177  this->getWeaponManager()->getFixedTarget()->setRelCoor(1000,0,0);
178}
179
180/**
181 * loads the Settings of a Hover from an XML-element.
182 * @param root the XML-element to load the Spaceship's properties from
183 */
184void Hover::loadParams(const TiXmlElement* root)
185{
186  WorldEntity::loadParams(root);
187}
188
189
190void Hover::enter()
191{
192  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
193
194  State::getCameraNode()->setParentSoft(&this->cameraNode);
195  State::getCameraNode()->setRelCoorSoft(-10, 0,0);
196  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
197}
198
199void Hover::leave()
200{
201  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
202  this->detachCamera();
203
204}
205
206
207/**
208 *  effect that occurs after the Hover is spawned
209*/
210void Hover::postSpawn ()
211{
212  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
213}
214
215/**
216 *  the action occuring if the hover left the game
217*/
218void Hover::leftWorld ()
219{}
220
221/**
222 *  this function is called, when two entities collide
223 * @param entity: the world entity with whom it collides
224 *
225 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
226 */
227void Hover::collidesWith(WorldEntity* entity, const Vector& location)
228{
229  Playable::collidesWith(entity, location);
230}
231
232
233
234/**
235 *  the function called for each passing timeSnap
236 * @param time The timespan passed since last update
237*/
238void Hover::tick (float dt)
239{
240  Playable::tick(dt);
241
242  // spaceship controlled movement
243  this->movement(dt);
244  this->rotorCycle += this->rotorSpeed * dt;
245}
246
247/**
248 *  calculate the velocity
249 * @param time the timeslice since the last frame
250*/
251void Hover::movement (float dt)
252{
253  Vector accel(0.0, 0.0, 0.0);
254  float rotSpeed = .3;
255
256  if( this->bForward )
257  {
258    accel += Vector(this->acceleration, 0, 0);
259  }
260
261  if( this->bBackward )
262  {
263    accel -= Vector(this->acceleration, 0, 0);
264  }
265  if( this->bLeft)
266  {
267    accel -= Vector(0, 0, this->acceleration);
268  }
269
270  if( this->bRight)
271  {
272    accel += Vector(0, 0, this->acceleration);
273  }
274
275  if (this->bAscend )
276  {
277    accel += Vector(0, this->acceleration, 0);
278  }
279  if (this->bDescend )
280  {
281    accel -= Vector(0, this->acceleration, 0);
282  }
283
284  Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
285
286  // this is the air friction (necessary for a smooth control)
287  Vector damping = (this->velocity * this->airFriction);
288
289
290  this->velocity += (accelerationDir - damping)* dt;
291
292  this->shiftCoor (this->velocity * dt);
293  this->rotation = 0.0f;
294
295  this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
296
297  this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5);
298  this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .05+this->rotation + cameraLook, Vector(0,0,1)), 5);
299
300  this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5);
301  this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.05 -this->rotation + cameraLook, Vector(0,0,1)), 5);
302}
303
304
305void Hover::draw() const
306{
307  Vector tmpRot;
308  WorldEntity::draw();
309
310  glPushMatrix();
311  /// LEFT SIDE
312  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
313                this->wingNodeLeft.getAbsCoor ().y,
314                this->wingNodeLeft.getAbsCoor ().z);
315  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
316  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
317  this->getModel(3)->draw();
318  glPopMatrix ();
319
320  glPushMatrix();
321  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
322                this->rotorNodeLeft.getAbsCoor ().y,
323                this->rotorNodeLeft.getAbsCoor ().z);
324  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
325  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
326  this->getModel(4)->draw();
327  glTranslatef(0,-1,0);
328  glRotatef(this->rotorCycle, 0,1,0);
329  this->getModel(5)->draw();
330  glPopMatrix ();
331
332  /// RIGHT SIDE
333  glPushMatrix();
334  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
335                this->wingNodeRight.getAbsCoor ().y,
336                this->wingNodeRight.getAbsCoor ().z);
337  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
338  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
339  glScalef(1,1,-1);
340  this->getModel(3)->draw();
341  glPopMatrix ();
342
343  glPushMatrix();
344  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
345                this->rotorNodeRight.getAbsCoor ().y,
346                this->rotorNodeRight.getAbsCoor ().z);
347  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
348  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
349  glScalef(1,1,-1);
350  this->getModel(4)->draw();
351  glTranslatef(0,-1,0);
352  glRotatef(this->rotorCycle, 0,1,0);
353  this->getModel(5)->draw();
354  glPopMatrix ();
355}
356
357/**
358 * @todo switch statement ??
359 */
360void Hover::process(const Event &event)
361{
362  Playable::process(event);
363
364  if( event.type == KeyMapper::PEV_LEFT)
365    this->bLeft = event.bPressed;
366  else if( event.type == KeyMapper::PEV_RIGHT)
367    this->bRight = event.bPressed;
368  else if( event.type == KeyMapper::PEV_UP)
369    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
370  else if( event.type == KeyMapper::PEV_DOWN)
371    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
372  else if( event.type == KeyMapper::PEV_FORWARD)
373    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
374  else if( event.type == KeyMapper::PEV_BACKWARD)
375    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
376  else if( event.type == EV_MOUSE_MOTION)
377  {
378    float xMouse, yMouse;
379    xMouse = event.xRel*mouseSensitivity;
380    yMouse = event.yRel*mouseSensitivity;
381
382    // rotate the Player around the y-axis
383    this->direction *= Quaternion(-M_PI/4.0*xMouse, Vector(0,1,0));
384    this->rotation += xMouse;
385
386    this->cameraLook += yMouse;
387    // rotate the Camera around the z-axis
388    if (cameraLook > M_PI_4)
389      cameraLook = M_PI_4;
390    else if (cameraLook < -M_PI_4)
391      cameraLook = -M_PI_4;
392    //this->cameraNode.setRelDirSoft(this->direction,10);
393  }
394}
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