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source: orxonox.OLD/orxonox/branches/dave/src/player.cc @ 3461

Last change on this file since 3461 was 3402, checked in by dave, 20 years ago

branches/dave/src: Das direkte Zurueckdrehen ist jetzt nicht mehr moeglich! Zuerst muss das Raumschiffchen in die Nulllage zurueckdrehen

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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: Christian Meyer
16*/
17
18#include "player.h"
19#include "stdincl.h"
20#include "collision.h"
21#include "importer/model.h"
22
23using namespace std;
24
25
26Player::Player(bool isFree) : WorldEntity(isFree)
27{
28
29  this->model = new Model("../data/models/reaplow.obj",.4f);
30  /*
31  objectList = glGenLists(1);
32  glNewList (objectList, GL_COMPILE);
33
34  glBegin(GL_TRIANGLES);
35  glColor3f(1,1,1);
36  glVertex3f(0,0,0.5);
37  glVertex3f(-0.5,0,-1);
38  glVertex3f(0.5,0,-1);
39
40  glVertex3f(0,0,0.5);
41  glVertex3f(0,0.5,-1);
42  glVertex3f(0,-0.5,-1);
43  glEnd();
44   
45  glBegin(GL_QUADS);
46  glColor3f(0,0,1);
47  glVertex3f(0.5,0.5,-1);
48  glVertex3f(0.5,-0.5,-1);
49  glVertex3f(-0.5,-0.5,-1);
50  glVertex3f(-0.5,0.5,-1);
51  glEnd();
52 
53  glEndList ();
54  */
55}
56
57Player::~Player ()
58{
59  delete this->model;
60}
61
62void Player::postSpawn ()
63{
64  travelSpeed = 15.0;
65  velocity = Vector();
66  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
67  bFire = false;
68  acceleration = 20.0;
69  setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
70}
71
72void Player::tick (float time)
73{
74  // movement
75  this->move (time);
76}
77
78void Player::hit (WorldEntity* weapon, Vector loc)
79{
80}
81
82void Player::destroy ()
83{
84}
85
86void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
87{
88}
89
90void Player::command (Command* cmd)
91{
92  //printf("Player|recieved command [%s]\n", cmd->cmd);
93  if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp;
94  else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp;
95  else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp;
96  else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp;
97  else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp;
98}
99
100void Player::draw ()
101{ 
102  glMatrixMode(GL_MODELVIEW);
103  glLoadIdentity();
104  float matrix[4][4];
105  //glRotatef(90.0f,1.0f,0.0f,0.0f);
106  /* translate */
107  glTranslatef (this->getAbsCoor ().x, 
108                this->getAbsCoor ().y, 
109                this->getAbsCoor ().z);
110  /* rotate */
111  this->getAbsDir ().matrix (matrix);
112  glMultMatrixf((float*)matrix);
113  glRotatef(angle,1.0f,0.0f,0.0f);
114  glMatrixMode(GL_MODELVIEW);
115  this->model->draw();
116  // glCallList(objectList);
117}
118
119
120/*PN
121void Player::getLookat(Location* locbuf)
122{
123  *locbuf = *getLocation();
124  //locbuf->dist += 5.0;
125}
126*/
127
128void Player::leftWorld ()
129{
130}
131
132void Player::move (float time)
133{
134 
135  Vector accel(0.0, 0.0, 0.0);
136 
137  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
138  //Placement *pos = getPlacement();
139 
140  /* calculate the direction in which the craft is heading  */
141  Vector direction (1.0, 0.0, 0.0);
142   
143 
144 
145  //direction = this->absDirection.apply (direction);
146  Vector orthDirection (0.0, 0.0, 1.0);
147 
148  //orthDirection = orthDirection.cross (direction);
149
150  if( bUp) { accel = accel+(direction*acceleration);accelSlipDirection=accel; }
151  if( bDown) { accel = accel-(direction*acceleration);accelSlipDirection=accel; }
152  if( bLeft ) {if(angle<0) {accel = accel-(orthDirection*acceleration);}rotate(time);accelSlip=accel; }
153  if( bRight ) { if(angle>0){accel = accel+(orthDirection*acceleration);}rotate(time);accelSlip=accel;}
154  if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */}
155  if( bDescend) {/* FIXME */} /* \todo up and down player movement */
156  if((int)angle!=0&&!bLeft&&!bRight){backRotate(time);accelSlip=accelSlip-slip(time,accelSlip);}
157  if(!bUp&&!bDown){accelSlipDirection=accelSlipDirection-slip(time,accelSlipDirection);}
158
159  //Location* l = getLocation();
160 
161  // r(t) = r(0) + v(0)*t + 1/2*a*t^2
162  // r = position
163  // v = velocity
164  // a = acceleration
165
166  /* this the base-speed of the player: determines how fast and how the player follows the track*/
167  //l->dist = l->dist + travelSpeed * time;
168 
169  //Vector* shift = new Vector (this->travelSpeed * time, 0, 0);
170  Vector shift(this->travelSpeed*time,0,0);
171 
172  this->shiftCoor (&shift);
173 
174  /* this updates the player position on the track - user interaction */
175  //l->pos = l->pos + accel*time;
176 
177  Vector move = accel * time;
178  this->shiftCoor (&move);
179 
180}
181void Player::rotate(float time){
182    if(bLeft&&angle>-40.0f){
183        angle=angle-time*200.0f;
184               
185    }
186    if(bRight&&angle<40.0f){
187        angle=angle+time*200.0f;
188               
189    }
190}
191
192void Player::backRotate(float time){
193    if(angle<0){
194    angle=angle+3.0f*(exp(angle*.0015f*time));
195   
196   
197    }
198    if(angle>0){
199    angle=angle-3.0f*(exp(-angle*.0015f*time));
200   
201   
202    }
203
204}
205//When the sidewords movement is finished, the ship will still slip untill it stands still
206Vector Player::slip(float time,Vector accel){
207        Vector move= accel*time;
208        this->shiftCoor(&move);
209        return accel*time*3.0f;
210   
211}
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