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source: orxonox.OLD/branches/water/src/world_entities/space_ships/hover.cc @ 8617

Last change on this file since 8617 was 8488, checked in by stefalie, 18 years ago

water: some cleanup and some cleandown :-)

File size: 12.2 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
32#include "debug.h"
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  this->toReflectionList();
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  // NETWORK THINGS
180
181  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
182  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
183  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
184  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
185  registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) );
186  registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) );
187
188  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
189}
190
191/**
192 * loads the Settings of a Hover from an XML-element.
193 * @param root the XML-element to load the Spaceship's properties from
194 */
195void Hover::loadParams(const TiXmlElement* root)
196{
197  WorldEntity::loadParams(root);
198}
199
200
201void Hover::enter()
202{
203  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
204
205  State::getCameraNode()->setParentSoft(&this->cameraNode);
206  State::getCameraNode()->setRelCoorSoft(-10, 0,0);
207  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
208}
209
210void Hover::leave()
211{
212  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
213  this->detachCamera();
214
215}
216
217
218/**
219 *  effect that occurs after the Hover is spawned
220*/
221void Hover::postSpawn ()
222{
223  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
224}
225
226/**
227 *  the action occuring if the hover left the game
228*/
229void Hover::leftWorld ()
230{}
231
232/**
233 *  this function is called, when two entities collide
234 * @param entity: the world entity with whom it collides
235 *
236 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
237 */
238void Hover::collidesWith(WorldEntity* entity, const Vector& location)
239{
240  Playable::collidesWith(entity, location);
241}
242
243
244
245/**
246 *  the function called for each passing timeSnap
247 * @param time The timespan passed since last update
248*/
249void Hover::tick (float dt)
250{
251  Playable::tick(dt);
252
253  // spaceship controlled movement
254  this->movement(dt);
255  this->rotorCycle += this->rotorSpeed * dt;
256}
257
258/**
259 *  calculate the velocity
260 * @param time the timeslice since the last frame
261*/
262void Hover::movement (float dt)
263{
264  Vector accel(0.0, 0.0, 0.0);
265
266  if( this->bForward )
267  {
268    accel += Vector(this->acceleration, 0, 0);
269  }
270
271  if( this->bBackward )
272  {
273    accel -= Vector(this->acceleration, 0, 0);
274  }
275  if( this->bLeft)
276  {
277    accel -= Vector(0, 0, this->acceleration);
278  }
279
280  if( this->bRight)
281  {
282    accel += Vector(0, 0, this->acceleration);
283  }
284
285  if (this->bAscend )
286  {
287    accel += Vector(0, this->acceleration, 0);
288  }
289  if (this->bDescend )
290  {
291    accel -= Vector(0, this->acceleration, 0);
292  }
293
294  Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
295
296  // this is the air friction (necessary for a smooth control)
297  Vector damping = (this->velocity * this->airFriction);
298
299
300  this->velocity += (accelerationDir - damping)* dt;
301
302  this->shiftCoor (this->velocity * dt);
303
304    // limit the maximum rotation speed.
305  if (this->rotation != 0.0f)
306  {
307    float maxRot = 10.0 * dt;
308    if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
309    if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
310    this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
311    this->rotation = 0.0f;
312  }
313
314  this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
315
316  this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5);
317  this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .05+this->rotation + cameraLook, Vector(0,0,1)), 5);
318
319  this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5);
320  this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.05 -this->rotation + cameraLook, Vector(0,0,1)), 5);
321}
322
323
324void Hover::draw() const
325{
326  Vector tmpRot;
327  WorldEntity::draw();
328
329  glPushMatrix();
330  /// LEFT SIDE
331  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
332                this->wingNodeLeft.getAbsCoor ().y,
333                this->wingNodeLeft.getAbsCoor ().z);
334  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
335  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
336  this->getModel(3)->draw();
337  glPopMatrix ();
338
339  glPushMatrix();
340  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
341                this->rotorNodeLeft.getAbsCoor ().y,
342                this->rotorNodeLeft.getAbsCoor ().z);
343  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
344  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
345  this->getModel(4)->draw();
346  glTranslatef(0,-1,0);
347  glRotatef(this->rotorCycle, 0,1,0);
348  this->getModel(5)->draw();
349  glPopMatrix ();
350
351  /// RIGHT SIDE
352  glPushMatrix();
353  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
354                this->wingNodeRight.getAbsCoor ().y,
355                this->wingNodeRight.getAbsCoor ().z);
356  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
357  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
358  glScalef(1,1,-1);
359  this->getModel(3)->draw();
360  glPopMatrix ();
361
362  glPushMatrix();
363  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
364                this->rotorNodeRight.getAbsCoor ().y,
365                this->rotorNodeRight.getAbsCoor ().z);
366  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
367  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
368  glScalef(1,1,-1);
369  this->getModel(4)->draw();
370  glTranslatef(0,-1,0);
371  glRotatef(this->rotorCycle, 0,1,0);
372  this->getModel(5)->draw();
373  glPopMatrix ();
374}
375
376/**
377 * @todo switch statement ??
378 */
379void Hover::process(const Event &event)
380{
381  Playable::process(event);
382
383  if( event.type == KeyMapper::PEV_LEFT)
384    this->bLeft = event.bPressed;
385  else if( event.type == KeyMapper::PEV_RIGHT)
386    this->bRight = event.bPressed;
387  else if( event.type == KeyMapper::PEV_UP)
388    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
389  else if( event.type == KeyMapper::PEV_DOWN)
390    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
391  else if( event.type == KeyMapper::PEV_FORWARD)
392    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
393  else if( event.type == KeyMapper::PEV_BACKWARD)
394    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
395  else if( event.type == EV_MOUSE_MOTION)
396  {
397    float xMouse, yMouse;
398    xMouse = event.xRel*mouseSensitivity;
399    yMouse = event.yRel*mouseSensitivity;
400
401    // rotate the Player around the y-axis
402    this->rotation += xMouse;
403
404    this->cameraLook += yMouse;
405    // rotate the Camera around the z-axis
406    if (cameraLook > M_PI_4)
407      cameraLook = M_PI_4;
408    else if (cameraLook < -M_PI_4)
409      cameraLook = -M_PI_4;
410    //this->cameraNode.setRelDirSoft(this->direction,10);
411  }
412}
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