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source: orxonox.OLD/branches/playability/src/world_entities/projectiles/swarm_projectile.cc @ 10096

Last change on this file since 10096 was 10095, checked in by marcscha, 18 years ago

velocity fix

File size: 8.4 KB
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1
2/*
3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
12   ### File Specific
13   main-programmer: Silvan Nellen
14   co-programmer:
15
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
18
19#include "swarm_projectile.h"
20
21#include "state.h"
22
23#include "particles/dot_emitter.h"
24#include "particles/sprite_particles.h"
25#include "space_ships/space_ship.h"
26#include "effects/trail.h"
27
28#include "debug.h"
29
30#include "class_id_DEPRECATED.h"
31
32#include "math/vector.h"
33
34ObjectListDefinitionID(SwarmProjectile, CL_SWARM_PROJECTILE);
35CREATE_FAST_FACTORY_STATIC(SwarmProjectile);
36
37/**
38 *  standard constructor
39*/
40SwarmProjectile::SwarmProjectile () : Projectile()
41{
42
43/*  this->loadModel("models/projectiles/orx-rocket.obj", 0.5);*/
44  this->loadModel("models/projectiles/swarm_projectile.obj"); // no double rescale (see draw())
45  this->loadExplosionSound("sound/explosions/explosion_4.wav");
46
47
48  this->setMinEnergy(1);
49  this->setHealthMax(10);
50  this->lifeSpan = 4.0;
51  this->agility = 3.5;
52
53  this->emitter = new DotEmitter(100, 5, M_2_PI);
54  this->emitter->setParent(this);
55  this->emitter->setSpread(M_PI, M_PI);
56
57  this->turningSpeed = 30;
58
59  this->physDamage = 200;
60
61  this->trail = new Trail(2.5,4,.2, this);
62  //this->trail->setParent( this);
63  this->trail->setTexture( "maps/laser.png");
64}
65
66
67/**
68 *  standard deconstructor
69*/
70SwarmProjectile::~SwarmProjectile ()
71{
72
73  if (SwarmProjectile::explosionParticles != NULL && SwarmProjectile::objectList().size() <= 1)
74  {
75    if (ParticleSystem::objectList().exists(SwarmProjectile::explosionParticles))
76      delete SwarmProjectile::explosionParticles;
77    SwarmProjectile::explosionParticles = NULL;
78  }
79  // delete this->emitter;
80  delete this->trail;
81}
82
83SpriteParticles* SwarmProjectile::explosionParticles = NULL;
84
85
86
87void SwarmProjectile::activate()
88{
89  if (unlikely(SwarmProjectile::explosionParticles == NULL))
90  {
91    SwarmProjectile::explosionParticles = new SpriteParticles(200);
92    SwarmProjectile::explosionParticles->setName("SwarmProjectileExplosionParticles");
93    SwarmProjectile::explosionParticles->setMaterialTexture("maps/radial-trans-noise.png");
94    SwarmProjectile::explosionParticles->setLifeSpan(.5, .3);
95    SwarmProjectile::explosionParticles->setRadius(0.0, 10);
96    SwarmProjectile::explosionParticles->setRadius(.5, 15.0);
97    SwarmProjectile::explosionParticles->setRadius(1.0, 10.0);
98    SwarmProjectile::explosionParticles->setColor(0.0, 0,1,0,1);
99    SwarmProjectile::explosionParticles->setColor(0.5, .8,.8,0,.8);
100    SwarmProjectile::explosionParticles->setColor(0.8, .8,.8,.3,.8);
101    SwarmProjectile::explosionParticles->setColor(1.0, 1,1,1,.0);
102  }
103
104
105  this->updateNode(0);
106  this->emitter->setEmissionRate(50.0);
107  this->emitter->setEmissionVelocity(0.0);
108  this->emitter->setInheritSpeed(0);
109
110  this->setHealth(10.0* (float)rand()/(float)RAND_MAX);
111
112  this->maxVelocity = 300;
113
114  this->rotationSpeed = 360;
115  this->angle = 0;
116
117  this->curDir = this->lastDir = this->velocity;
118}
119
120
121void SwarmProjectile::deactivate()
122{
123  this->emitter->setSystem(NULL);
124  this->lifeCycle = 0.0;
125
126  this->toList(OM_DEAD);
127  this->removeNode();
128  SwarmProjectile::fastFactory->kill(this);
129}
130
131
132void SwarmProjectile::collidesWith(WorldEntity* entity, const Vector& location)
133{
134  if (this->hitEntity != entity)
135    this->destroy( entity );
136  this->hitEntity = entity;
137  dynamic_cast<SpaceShip*>(entity)->damage(this->getPhysDamage(),0);
138}
139
140
141void SwarmProjectile::setTarget(PNode* target)
142{
143    this->target = target;
144}
145
146
147
148/**
149 *  this function gets called by tick to calculate the new flight direction
150 *  @param curDirection direction vector
151 *  @param estTargetDir target vector, pointing to where the target will be on hit
152 *  @param angle = tick * turningSpeed
153 *  @return (new) direction vector
154*/
155Vector SwarmProjectile::newDirection(Vector curDirection, Vector estTargetDir, float angle)
156{
157  if (unlikely(curDirection.len() == 0))
158    return curDirection;
159  //printf("recalculating direction\n");
160  float tmp = angleRad ( curDirection, estTargetDir);
161  if ( unlikely(tmp == 0) ) { return curDirection * maxVelocity / curDirection.len(); }
162//   printf("turning angle: %f\ntemp: %f\n", angle, tmp);
163
164  if( fabsf(angle) >  fabsf(tmp) ) { angle = tmp; }
165
166  Vector d = curDirection.cross(estTargetDir).cross(curDirection);
167  d.normalize();
168  if( unlikely( angle == 90)) { return d; } //avoid complication
169
170  Vector newDir = curDirection + d *  curDirection.len() * tan (angle);
171  newDir.normalize();
172  newDir *= curDirection.len();
173  return newDir;
174}
175
176
177
178
179/**
180 *  signal tick, time dependent things will be handled here
181 * @param time since last tick
182*/
183void SwarmProjectile::tick (float time)
184{
185/*
186  Vector targetFarFarAway = this->getAbsCoor() + Vector(100000, 0, 0);
187
188  {
189    speed = velocity.len();
190    diffVector = ((targetFarFarAway - this->getAbsCoor()).getNormalized());
191
192    if(velocity.dot(diffVector) != 0)
193    {
194      correctionVector = (( ( diffVector *  (speed * speed/( velocity.dot(diffVector ) ) )) - velocity).getNormalized()) * agility;
195
196      if( (diffVector *  (speed * speed/( velocity.dot(diffVector ) ) ) -velocity).len() < agility )
197        velocity = ((diffVector *  (speed * speed/( velocity.dot(diffVector ) ) )).getNormalized())*agility;
198      else if(velocity.dot(diffVector) > 0)
199        velocity += correctionVector;
200      else if (velocity.dot(diffVector) < 0)
201        velocity -= correctionVector;
202    }
203    else
204      velocity += diffVector * agility;
205
206    this->setAbsDir(Quaternion(velocity, Vector(0,1,0)) * Quaternion ( -M_PI_2, Vector(0,1,0)));
207  }
208
209  velocity *= maxVelocity/velocity.len();
210  Vector v = this->velocity * (time);
211  this->shiftCoor(v);*/
212
213  float projectileVelocity = this->getVelocity().len();
214  if (target != NULL){
215/*    float tti;  //Time To Impact*/
216//     float targetVelocity = this->target->getVelocity().len();
217//     if (unlikely(projectileVelocity == 0 && targetVelocity == 0)) // TODO calculate this reasonably
218//       tti = 1; // we do have a problem....
219//     else
220//       tti = (this->getAbsCoor() - this->target->getAbsCoor()).len() / sqrt ( projectileVelocity * projectileVelocity + targetVelocity * targetVelocity);
221    Vector estTargetDir = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized() * maxVelocity;
222    this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * time );
223  }
224  else
225    if (likely(projectileVelocity != 0))
226      this->velocity *= (this->maxVelocity / projectileVelocity); // set speed to max
227
228//   printf("position: %f, %f, %f\n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
229//   printf("target position: %f, %f, %f\n", this->target->getAbsCoor().x, this->target->getAbsCoor().y, this->target->getAbsCoor().z);
230
231  this->shiftCoor(this->velocity * (time));
232
233  if(this->tickLifeCycle(time))
234    this->deactivate();
235
236  this->trail->tick(time);
237
238  this->angle += this->rotationSpeed * time;
239
240  this->lastDir = this->curDir;
241  this->curDir = this->velocity;
242  if( (this->getAbsCoor() - this->target->getAbsCoor()).len() < 4)   // FIXME  Temp fake workaround for collision :)
243  {
244    dynamic_cast<WorldEntity*>(target)->destroy( this);
245    this->destroy( this);
246  }
247}
248
249/**
250 *  the function gets called, when the projectile is destroyed
251 */
252void SwarmProjectile::destroy (WorldEntity* killer)
253{
254
255  printf("THIS SHOULD WORLk\n");
256
257  Projectile::destroy( killer );
258  PRINTF(5)("DESTROY SwarmProjectile\n");
259  this->lifeCycle = .95; //!< @todo calculate this usefully.
260  this->emitter->setSystem(SwarmProjectile::explosionParticles);
261
262  this->emitter->setEmissionRate(1000.0);
263  this->emitter->setEmissionVelocity(50.0);
264  this->deactivate();
265
266}
267
268
269void SwarmProjectile::draw () const
270{
271  glMatrixMode(GL_MODELVIEW);
272  glPushMatrix();
273
274  Vector tmpDir = this->curDir *.5 + this->lastDir * .5;
275
276  float matrix[4][4];
277  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
278  Vector tmpRot = this->getAbsCoor().cross(tmpDir);
279  glRotatef (angleDeg ( this->getAbsCoor(), tmpDir), tmpRot.x, tmpRot.y, tmpRot.z );
280  glRotatef(this->angle, 1.0f, 0.0f, 0.0f); //spinning missile
281  this->getAbsDir().matrix (matrix);
282  glMultMatrixf((float*)matrix);
283  //glScalef(2.0, 2.0, 2.0);  // no double rescale
284  this->getModel()->draw();
285  glTranslatef(-.9,0,0);
286  this->trail->draw();
287  glPopMatrix();
288}
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