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source: orxonox.OLD/trunk/src/world_entities/space_ships/turbine_hover.cc @ 7459

Last change on this file since 7459 was 7348, checked in by bensch, 18 years ago

orxonox/trunk: new Quaternion Functionality. Also added <abs-dir> to TurbineHover

File size: 16.1 KB
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[6443]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
[7000]19#include "turbine_hover.h"
[6443]20
21#include "weapons/weapon_manager.h"
22#include "weapons/test_gun.h"
23#include "weapons/turret.h"
24#include "weapons/cannon.h"
25
[7193]26#include "util/loading/factory.h"
[6443]27#include "key_mapper.h"
28#include "event_handler.h"
29#include "state.h"
30
31#include "graphics_engine.h"
[7001]32#include "dot_emitter.h"
33#include "sprite_particles.h"
[6443]34
35using namespace std;
36
[7000]37CREATE_FACTORY(TurbineHover, CL_TURBINE_HOVER);
[6443]38
39/**
[7000]40 *  destructs the turbine_hover, deletes alocated memory
[6443]41 */
[7000]42TurbineHover::~TurbineHover ()
[6986]43{
44  this->setPlayer(NULL);
45}
[6443]46
47/**
[7339]48 * @brief loads a TurbineHover information from a specified file.
[7000]49 * @param fileName the name of the File to load the turbine_hover from (absolute path)
[6443]50 */
[7221]51TurbineHover::TurbineHover(const std::string& fileName)
[6443]52{
53  this->init();
54  TiXmlDocument doc(fileName);
55
56  if(!doc.LoadFile())
57  {
[7221]58    PRINTF(2)("Loading file %s failed for TurbineHover.\n", fileName.c_str());
[6443]59    return;
60  }
61
62  this->loadParams(doc.RootElement());
63}
64
65/**
[7339]66 * @brief creates a new Spaceship from Xml Data
[6443]67 * @param root the xml element containing spaceship data
68
69   @todo add more parameters to load
70*/
[7000]71TurbineHover::TurbineHover(const TiXmlElement* root)
[6443]72{
73  this->init();
74  if (root != NULL)
75    this->loadParams(root);
76
77  //weapons:
78  Weapon* wpRight = new TestGun(0);
79  wpRight->setName("testGun Right");
80  Weapon* wpLeft = new TestGun(1);
81  wpLeft->setName("testGun Left");
[7126]82  //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
[6443]83
[7126]84  //  cannon->setName("BFG");
[6443]85
86  this->addWeapon(wpLeft, 1, 0);
87  this->addWeapon(wpRight,1 ,1);
[7126]88  //this->addWeapon(cannon, 0, 2);
[6443]89
[7337]90  this->getWeaponManager().changeWeaponConfig(1);
91  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
[6800]92
93  this->loadModel("models/ships/hoverglider_mainbody.obj");
[6443]94}
95
96
97/**
[7339]98 * @brief initializes a TurbineHover
[6443]99 */
[7000]100void TurbineHover::init()
[6443]101{
[6805]102  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
[7000]103  this->setClassID(CL_TURBINE_HOVER, "TurbineHover");
[6443]104
[7346]105  this->setSupportedPlaymodes(Playable::Full3D | Playable::Horizontal | Playable::Vertical);
[7339]106
[6807]107  this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3);
[7000]108  this->loadModel("models/ships/hoverglider_turbine.obj", 1.0f, 4);
109  this->loadModel("models/ships/hoverglider_turbine_rotors.obj", 1.0f, 5);
[6443]110
[6805]111  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
[6807]112  mouseSensitivity = 0.005;
[6443]113
[6806]114  this->rotorSpeed = 1000.0f;
115  this->rotorCycle = 0.0f;
[6807]116  this->cameraLook = 0.0f;
117  this->rotation = 0.0f;
[7001]118  this->acceleration = 10.0f;
119  this->airFriction = 2.0f;
[6799]120
[7072]121  this->setHealthMax(100);
122  this->setHealth(100);
123
124
[6806]125  // camera - issue
[6800]126  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6806]127  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
[6880]128  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
[7003]129  //this->cameraNode.setParent(this);
[6799]130
[6724]131  // rotors
[6803]132  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
133  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
[6801]134  this->wingNodeLeft.setParent(this);
135  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
[6800]136  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6801]137  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
138  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
[6799]139
[6801]140  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6803]141  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
[6800]142  this->wingNodeRight.setParent(this);
[6801]143  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
144  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[6800]145  this->rotorNodeRight.setParent(&this->wingNodeRight);
[6801]146  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
[6443]147
[7001]148  // PARTICLES
149  this->burstEmitter[0] = new DotEmitter(200, 5.0, .01);
150  this->burstEmitter[0]->setParent(&this->rotorNodeLeft);
151  this->burstEmitter[0]->setRelCoor(0, -0.7, 0);
152  this->burstEmitter[0]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
153  this->burstEmitter[0]->setName("TurbineHover_Burst_emitter_Left");
[6803]154
[7001]155  this->burstEmitter[1] = new DotEmitter(200, 5.0, .01);
156  this->burstEmitter[1]->setParent(&this->rotorNodeRight);
157  this->burstEmitter[1]->setRelCoor(0, -0.7, 0);
158  this->burstEmitter[1]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
159  this->burstEmitter[1]->setName("TurbineHover_Burst_emitter_Right");
[6800]160
[7001]161
162  this->burstSystem = new SpriteParticles(1000);
163  this->burstSystem->addEmitter(this->burstEmitter[0]);
164  this->burstSystem->addEmitter(this->burstEmitter[1]);
165  this->burstSystem->setName("SpaceShip_Burst_System");
166  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
167  this->burstSystem->setLifeSpan(1.0, .3);
168  this->burstSystem->setRadius(0.0, 1.5);
169  this->burstSystem->setRadius(0.05, 1.8);
170  this->burstSystem->setRadius(.5, .8);
171  this->burstSystem->setRadius(1.0, 0);
172  this->burstSystem->setColor(0.0, .7,.7,1,.5);
173  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
174  this->burstSystem->setColor(0.5, .5,.5,.8,.3);
175  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
176
177
[6443]178  //add events to the eventlist
[6997]179  registerEvent(KeyMapper::PEV_FORWARD);
180  registerEvent(KeyMapper::PEV_BACKWARD);
[6637]181  registerEvent(KeyMapper::PEV_LEFT);
182  registerEvent(KeyMapper::PEV_RIGHT);
[6998]183  registerEvent(KeyMapper::PEV_UP);
184  registerEvent(KeyMapper::PEV_DOWN);
[6443]185  registerEvent(KeyMapper::PEV_FIRE1);
186  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
187  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
188  registerEvent(EV_MOUSE_MOTION);
189
[7337]190  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
[6443]191
[6803]192  // WEAPON_MANAGER configuration
[7337]193  this->getWeaponManager().setSlotCount(5);
[6803]194
[7337]195  this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
196  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[6443]197
[7337]198  this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
199  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[6443]200
[7337]201  this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003));
202  this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY);
[6443]203
[6803]204  /// TODO: THESE ARE TOO MUCH
[7337]205  this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652));
206  this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
[6443]207
[7337]208  this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652));
209  this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
[6443]210
[6807]211  this->cameraNode.setRelCoor(1,5,0);
[7337]212  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
213  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
[6443]214}
215
216/**
[7345]217 * @brief loads the Settings of a TurbineHover from an XML-element.
[6443]218 * @param root the XML-element to load the Spaceship's properties from
219 */
[7000]220void TurbineHover::loadParams(const TiXmlElement* root)
[6443]221{
[7348]222  Playable::loadParams(root);
[6443]223}
224
[7348]225void TurbineHover::setPlayDirection(const Quaternion& rot, float speed)
226{
227  this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
228}
[6443]229
[7000]230void TurbineHover::enter()
[6443]231{
[7337]232  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
[6443]233
[7125]234  if (State::getCameraNode != NULL)
235  {
236    State::getCameraNode()->setParentSoft(&this->cameraNode);
237    State::getCameraNode()->setRelCoorSoft(-10, 0,0);
238    State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
239  }
[6443]240}
241
[7000]242void TurbineHover::leave()
[6443]243{
[7337]244  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
[6443]245  this->detachCamera();
246
247}
248
249
250/**
[7345]251 * @brief effect that occurs after the TurbineHover is spawned
[6443]252*/
[7000]253void TurbineHover::postSpawn ()
[6443]254{
255  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
256}
257
258/**
[7345]259 * @brief the action occuring if the turbine_hover left the game
[6443]260*/
[7000]261void TurbineHover::leftWorld ()
[6443]262{}
263
264/**
[7345]265 * @brief this function is called, when two entities collide
[6443]266 * @param entity: the world entity with whom it collides
267 *
268 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
269 */
[7000]270void TurbineHover::collidesWith(WorldEntity* entity, const Vector& location)
[7072]271{
272  Playable::collidesWith(entity, location);
273}
[6443]274
275
276
277/**
[7345]278 * @brief the function called for each passing timeSnap
[6443]279 * @param time The timespan passed since last update
280*/
[7000]281void TurbineHover::tick (float dt)
[6443]282{
[7339]283  //  this->debugNode(1);
[6804]284  Playable::tick(dt);
285
[6443]286  // spaceship controlled movement
[6805]287  this->movement(dt);
[6806]288  this->rotorCycle += this->rotorSpeed * dt;
[7001]289
290  // TRYING TO FIX PNode.
[7003]291  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
292  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
[6443]293}
294
295/**
[7345]296 * @brief calculate the velocity
[6443]297 * @param time the timeslice since the last frame
298*/
[7000]299void TurbineHover::movement (float dt)
[6443]300{
301  Vector accel(0.0, 0.0, 0.0);
[6879]302  float rotSpeed = .3;
[6443]303
[6814]304  if( this->bForward )
305  {
[6879]306    accel += Vector(this->acceleration, 0, 0);
[6443]307  }
308
[6814]309  if( this->bBackward )
310  {
[6879]311    accel -= Vector(this->acceleration, 0, 0);
[6443]312  }
[6814]313  if( this->bLeft)
314  {
[6879]315    accel -= Vector(0, 0, this->acceleration);
[6443]316  }
[6807]317
[6814]318  if( this->bRight)
319  {
[6879]320    accel += Vector(0, 0, this->acceleration);
[6443]321  }
322
[6814]323  if (this->bAscend )
324  {
[6879]325    accel += Vector(0, this->acceleration, 0);
[6443]326  }
[6814]327  if (this->bDescend )
328  {
[6879]329    accel -= Vector(0, this->acceleration, 0);
[6807]330  }
[6443]331
[7339]332  switch(this->getPlaymode())
333  {
334    case Playable::Full3D:
335      {
336        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
[6814]337
[7339]338        // this is the air friction (necessary for a smooth control)
339        Vector damping = (this->velocity * this->airFriction);
[6999]340
341
[7339]342        this->velocity += (accelerationDir - damping)* dt;
343        this->shiftCoor (this->velocity * dt);
[6879]344
[7339]345        // limit the maximum rotation speed.
346        if (this->rotation != 0.0f)
347        {
348          float maxRot = 10.0 * dt;
349          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
350          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
351          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
[7326]352
[7339]353          this->rotation = 0.0f;
354        }
[7326]355
[7339]356        this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
[6805]357
[7339]358        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
359        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
[6805]360
[7339]361        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
362        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
363      }
364      break;
365
366    case Playable::Horizontal:
367      {
[7345]368        accel.y = 0.0;
[7339]369        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
[7345]370        accelerationDir.y = 0.0;
[7339]371
372        // this is the air friction (necessary for a smooth control)
373        Vector damping = (this->velocity * this->airFriction);
374
375
376        this->velocity += (accelerationDir - damping)* dt;
377        this->shiftCoor (this->velocity * dt);
378
379        // limit the maximum rotation speed.
380        if (this->rotation != 0.0f)
381        {
382          float maxRot = 10.0 * dt;
383          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
384          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
385          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
386
387          this->rotation = 0.0f;
388        }
389
390        this->setRelDirSoft(this->direction, 5);
391
392        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
393        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation, Vector(0,0,1)), 5);
394
395        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
396        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation, Vector(0,0,1)), 5);
397      }
398      break;
[7346]399
400    case Playable::Vertical:
401    {
402      accel.z = 0;
403      Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
404      accelerationDir.z=0;
405
406        // this is the air friction (necessary for a smooth control)
407      Vector damping = (this->velocity * this->airFriction);
408
409      this->velocity += (accelerationDir - damping)* dt;
410      this->shiftCoor (this->velocity * dt);
411
412      this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
413
414      this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
415      this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
416
417      this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
418      this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
419    }
420    break;
[7339]421  }
[6443]422}
423
424
[7000]425void TurbineHover::draw() const
[6443]426{
[6801]427  Vector tmpRot;
[6443]428  WorldEntity::draw();
[6799]429
[6801]430  glPushMatrix();
431  /// LEFT SIDE
432  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
433                this->wingNodeLeft.getAbsCoor ().y,
434                this->wingNodeLeft.getAbsCoor ().z);
435  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
436  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
437  this->getModel(3)->draw();
438  glPopMatrix ();
[6443]439
[6801]440  glPushMatrix();
441  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
442                this->rotorNodeLeft.getAbsCoor ().y,
443                this->rotorNodeLeft.getAbsCoor ().z);
444  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
445  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
446  this->getModel(4)->draw();
[6806]447  glRotatef(this->rotorCycle, 0,1,0);
448  this->getModel(5)->draw();
[6801]449  glPopMatrix ();
[6724]450
[6801]451  /// RIGHT SIDE
452  glPushMatrix();
453  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
454                this->wingNodeRight.getAbsCoor ().y,
455                this->wingNodeRight.getAbsCoor ().z);
456  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
457  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
458  glScalef(1,1,-1);
459  this->getModel(3)->draw();
460  glPopMatrix ();
[6724]461
[6801]462  glPushMatrix();
463  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
464                this->rotorNodeRight.getAbsCoor ().y,
465                this->rotorNodeRight.getAbsCoor ().z);
466  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
467  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
468  glScalef(1,1,-1);
469  this->getModel(4)->draw();
[6806]470  glRotatef(this->rotorCycle, 0,1,0);
471  this->getModel(5)->draw();
[6801]472  glPopMatrix ();
[6443]473}
474
475/**
476 * @todo switch statement ??
477 */
[7000]478void TurbineHover::process(const Event &event)
[6443]479{
[6804]480  Playable::process(event);
[6443]481
[6637]482  if( event.type == KeyMapper::PEV_LEFT)
[6805]483    this->bLeft = event.bPressed;
[6637]484  else if( event.type == KeyMapper::PEV_RIGHT)
[6805]485    this->bRight = event.bPressed;
[6998]486  else if( event.type == KeyMapper::PEV_UP)
[6443]487    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
[6998]488  else if( event.type == KeyMapper::PEV_DOWN)
[6443]489    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
[6997]490  else if( event.type == KeyMapper::PEV_FORWARD)
[6805]491    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
[6997]492  else if( event.type == KeyMapper::PEV_BACKWARD)
[6805]493    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
[6443]494  else if( event.type == EV_MOUSE_MOTION)
495  {
[6807]496    float xMouse, yMouse;
497    xMouse = event.xRel*mouseSensitivity;
498    yMouse = event.yRel*mouseSensitivity;
[6443]499
[6805]500    // rotate the Player around the y-axis
[6807]501    this->rotation += xMouse;
[6799]502
[6807]503    this->cameraLook += yMouse;
[6805]504    // rotate the Camera around the z-axis
[6807]505    if (cameraLook > M_PI_4)
506      cameraLook = M_PI_4;
[6880]507    else if (cameraLook < -M_PI_4)
508      cameraLook = -M_PI_4;
509    //this->cameraNode.setRelDirSoft(this->direction,10);
[6805]510  }
[6443]511}
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