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source: orxonox.OLD/branches/cr/src/world_entities/space_ships/hover.cc @ 8049

Last change on this file since 8049 was 7868, checked in by bensch, 18 years ago

trunk: merge Check in the Event-changes:
r7867 | bensch | 2006-05-26 13:19:46 +0200 (Fri, 26 May 2006) | 1 line

Events better subscribed


r7866 | bensch | 2006-05-26 13:11:10 +0200 (Fri, 26 May 2006) | 1 line

Events are subscribed at the EventListener, and not the EventHandler

File size: 11.5 KB
Line 
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 "util/loading/factory.h"
27#include "key_mapper.h"
28#include "state.h"
29
30#include "graphics_engine.h"
31
32using namespace std;
33
34CREATE_FACTORY(Hover, CL_HOVER);
35
36/**
37 *  destructs the hover, deletes alocated memory
38 */
39Hover::~Hover ()
40{
41  this->setPlayer(NULL);
42}
43
44/**
45 * loads a Hover information from a specified file.
46 * @param fileName the name of the File to load the hover from (absolute path)
47 */
48Hover::Hover(const std::string& fileName)
49{
50  this->init();
51  TiXmlDocument doc(fileName);
52
53  if(!doc.LoadFile())
54  {
55    PRINTF(2)("Loading file %s failed for Hover.\n", fileName.c_str());
56    return;
57  }
58
59  this->loadParams(doc.RootElement());
60}
61
62/**
63 *  creates a new Spaceship from Xml Data
64 * @param root the xml element containing spaceship data
65
66   @todo add more parameters to load
67*/
68Hover::Hover(const TiXmlElement* root)
69{
70  this->init();
71  if (root != NULL)
72    this->loadParams(root);
73
74  //weapons:
75  Weapon* wpRight = new TestGun(0);
76  wpRight->setName("testGun Right");
77  Weapon* wpLeft = new TestGun(1);
78  wpLeft->setName("testGun Left");
79  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
80
81  cannon->setName("BFG");
82
83  this->addWeapon(wpLeft, 1, 0);
84  this->addWeapon(wpRight,1 ,1);
85  this->addWeapon(cannon, 0, 2);
86
87  this->getWeaponManager().changeWeaponConfig(1);
88  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
89
90  this->loadModel("models/ships/hoverglider_mainbody.obj");
91}
92
93
94/**
95 * initializes a Hover
96 */
97void Hover::init()
98{
99  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
100  this->setClassID(CL_HOVER, "Hover");
101
102  this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3);
103  this->loadModel("models/ships/hoverglider_rotor.obj", 1.0f, 4);
104  this->loadModel("models/ships/rotor.obj", .45f, 5);
105
106  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
107  mouseSensitivity = 0.005;
108
109  this->rotorSpeed = 1000.0f;
110  this->rotorCycle = 0.0f;
111  this->cameraLook = 0.0f;
112  this->rotation = 0.0f;
113  this->acceleration = 25.0f;
114  this->airFriction = 3.0f;
115
116  // camera - issue
117  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
118  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
119  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
120  this->cameraNode.setParent(this);
121
122  // rotors
123  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
124  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
125  this->wingNodeLeft.setParent(this);
126  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
127  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
128  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
129  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
130
131  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
132  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
133  this->wingNodeRight.setParent(this);
134  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
135  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
136  this->rotorNodeRight.setParent(&this->wingNodeRight);
137  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
138
139  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
140
141
142  //add events to the eventlist
143  registerEvent(KeyMapper::PEV_FORWARD);
144  registerEvent(KeyMapper::PEV_BACKWARD);
145  registerEvent(KeyMapper::PEV_LEFT);
146  registerEvent(KeyMapper::PEV_RIGHT);
147  registerEvent(KeyMapper::PEV_UP);
148  registerEvent(KeyMapper::PEV_DOWN);
149  registerEvent(KeyMapper::PEV_FIRE1);
150  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
151  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
152  registerEvent(EV_MOUSE_MOTION);
153
154
155  // WEAPON_MANAGER configuration
156  this->getWeaponManager().setSlotCount(5);
157
158  this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
159  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
160
161  this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
162  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
163
164  this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003));
165  this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY);
166
167  /// TODO: THESE ARE TOO MUCH
168  this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652));
169  this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
170
171  this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652));
172  this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
173
174  this->cameraNode.setRelCoor(1,5,0);
175  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
176  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
177}
178
179/**
180 * loads the Settings of a Hover from an XML-element.
181 * @param root the XML-element to load the Spaceship's properties from
182 */
183void Hover::loadParams(const TiXmlElement* root)
184{
185  WorldEntity::loadParams(root);
186}
187
188
189void Hover::enter()
190{
191  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
192
193  State::getCameraNode()->setParentSoft(&this->cameraNode);
194  State::getCameraNode()->setRelCoorSoft(-10, 0,0);
195  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
196}
197
198void Hover::leave()
199{
200  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
201  this->detachCamera();
202
203}
204
205
206/**
207 *  effect that occurs after the Hover is spawned
208*/
209void Hover::postSpawn ()
210{
211  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
212}
213
214/**
215 *  the action occuring if the hover left the game
216*/
217void Hover::leftWorld ()
218{}
219
220/**
221 *  this function is called, when two entities collide
222 * @param entity: the world entity with whom it collides
223 *
224 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
225 */
226void Hover::collidesWith(WorldEntity* entity, const Vector& location)
227{
228  Playable::collidesWith(entity, location);
229}
230
231
232
233/**
234 *  the function called for each passing timeSnap
235 * @param time The timespan passed since last update
236*/
237void Hover::tick (float dt)
238{
239  Playable::tick(dt);
240
241  // spaceship controlled movement
242  this->movement(dt);
243  this->rotorCycle += this->rotorSpeed * dt;
244}
245
246/**
247 *  calculate the velocity
248 * @param time the timeslice since the last frame
249*/
250void Hover::movement (float dt)
251{
252  Vector accel(0.0, 0.0, 0.0);
253  float rotSpeed = .3;
254
255  if( this->bForward )
256  {
257    accel += Vector(this->acceleration, 0, 0);
258  }
259
260  if( this->bBackward )
261  {
262    accel -= Vector(this->acceleration, 0, 0);
263  }
264  if( this->bLeft)
265  {
266    accel -= Vector(0, 0, this->acceleration);
267  }
268
269  if( this->bRight)
270  {
271    accel += Vector(0, 0, this->acceleration);
272  }
273
274  if (this->bAscend )
275  {
276    accel += Vector(0, this->acceleration, 0);
277  }
278  if (this->bDescend )
279  {
280    accel -= Vector(0, this->acceleration, 0);
281  }
282
283  Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
284
285  // this is the air friction (necessary for a smooth control)
286  Vector damping = (this->velocity * this->airFriction);
287
288
289  this->velocity += (accelerationDir - damping)* dt;
290
291  this->shiftCoor (this->velocity * dt);
292
293    // limit the maximum rotation speed.
294  if (this->rotation != 0.0f)
295  {
296    float maxRot = 10.0 * dt;
297    if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
298    if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
299    this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
300    this->rotation = 0.0f;
301  }
302
303  this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
304
305  this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5);
306  this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .05+this->rotation + cameraLook, Vector(0,0,1)), 5);
307
308  this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5);
309  this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.05 -this->rotation + cameraLook, Vector(0,0,1)), 5);
310}
311
312
313void Hover::draw() const
314{
315  Vector tmpRot;
316  WorldEntity::draw();
317
318  glPushMatrix();
319  /// LEFT SIDE
320  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
321                this->wingNodeLeft.getAbsCoor ().y,
322                this->wingNodeLeft.getAbsCoor ().z);
323  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
324  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
325  this->getModel(3)->draw();
326  glPopMatrix ();
327
328  glPushMatrix();
329  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
330                this->rotorNodeLeft.getAbsCoor ().y,
331                this->rotorNodeLeft.getAbsCoor ().z);
332  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
333  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
334  this->getModel(4)->draw();
335  glTranslatef(0,-1,0);
336  glRotatef(this->rotorCycle, 0,1,0);
337  this->getModel(5)->draw();
338  glPopMatrix ();
339
340  /// RIGHT SIDE
341  glPushMatrix();
342  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
343                this->wingNodeRight.getAbsCoor ().y,
344                this->wingNodeRight.getAbsCoor ().z);
345  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
346  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
347  glScalef(1,1,-1);
348  this->getModel(3)->draw();
349  glPopMatrix ();
350
351  glPushMatrix();
352  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
353                this->rotorNodeRight.getAbsCoor ().y,
354                this->rotorNodeRight.getAbsCoor ().z);
355  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
356  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
357  glScalef(1,1,-1);
358  this->getModel(4)->draw();
359  glTranslatef(0,-1,0);
360  glRotatef(this->rotorCycle, 0,1,0);
361  this->getModel(5)->draw();
362  glPopMatrix ();
363}
364
365/**
366 * @todo switch statement ??
367 */
368void Hover::process(const Event &event)
369{
370  Playable::process(event);
371
372  if( event.type == KeyMapper::PEV_LEFT)
373    this->bLeft = event.bPressed;
374  else if( event.type == KeyMapper::PEV_RIGHT)
375    this->bRight = event.bPressed;
376  else if( event.type == KeyMapper::PEV_UP)
377    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
378  else if( event.type == KeyMapper::PEV_DOWN)
379    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
380  else if( event.type == KeyMapper::PEV_FORWARD)
381    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
382  else if( event.type == KeyMapper::PEV_BACKWARD)
383    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
384  else if( event.type == EV_MOUSE_MOTION)
385  {
386    float xMouse, yMouse;
387    xMouse = event.xRel*mouseSensitivity;
388    yMouse = event.yRel*mouseSensitivity;
389
390    // rotate the Player around the y-axis
391    this->rotation += xMouse;
392
393    this->cameraLook += yMouse;
394    // rotate the Camera around the z-axis
395    if (cameraLook > M_PI_4)
396      cameraLook = M_PI_4;
397    else if (cameraLook < -M_PI_4)
398      cameraLook = -M_PI_4;
399    //this->cameraNode.setRelDirSoft(this->direction,10);
400  }
401}
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