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source: orxonox.OLD/trunk/src/world_entities/space_ships/turbine_hover.cc @ 8362

Last change on this file since 8362 was 8362, checked in by bensch, 18 years ago

orxonox/trunk: removed stupid included in base_object.h
this should lead to faster compile-times

File size: 16.2 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 "turbine_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#include "dot_emitter.h"
32#include "sprite_particles.h"
33
34#include "debug.h"
35
36CREATE_FACTORY(TurbineHover, CL_TURBINE_HOVER);
37
38/**
39 *  destructs the turbine_hover, deletes alocated memory
40 */
41TurbineHover::~TurbineHover ()
42{
43  this->setPlayer(NULL);
44}
45
46/**
47 * @brief loads a TurbineHover information from a specified file.
48 * @param fileName the name of the File to load the turbine_hover from (absolute path)
49 */
50TurbineHover::TurbineHover(const std::string& fileName)
51{
52  this->init();
53  TiXmlDocument doc(fileName);
54
55  if(!doc.LoadFile())
56  {
57    PRINTF(2)("Loading file %s failed for TurbineHover.\n", fileName.c_str());
58    return;
59  }
60
61  this->loadParams(doc.RootElement());
62}
63
64/**
65 * @brief creates a new Spaceship from Xml Data
66 * @param root the xml element containing spaceship data
67
68   @todo add more parameters to load
69*/
70TurbineHover::TurbineHover(const TiXmlElement* root)
71{
72  this->init();
73  if (root != NULL)
74    this->loadParams(root);
75
76  //weapons:
77  Weapon* wpRight = new TestGun(0);
78  wpRight->setName("testGun Right");
79  Weapon* wpLeft = new TestGun(1);
80  wpLeft->setName("testGun Left");
81  //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
82
83  //  cannon->setName("BFG");
84
85  this->addWeapon(wpLeft, 1, 0);
86  this->addWeapon(wpRight,1 ,1);
87  //this->addWeapon(cannon, 0, 2);
88
89  this->getWeaponManager().changeWeaponConfig(1);
90  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
91
92  this->loadModel("models/ships/hoverglider_mainbody.obj");
93}
94
95
96/**
97 * @brief initializes a TurbineHover
98 */
99void TurbineHover::init()
100{
101  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
102  this->setClassID(CL_TURBINE_HOVER, "TurbineHover");
103
104  this->setSupportedPlaymodes(Playable::Full3D | Playable::Horizontal | Playable::Vertical);
105
106  this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3);
107  this->loadModel("models/ships/hoverglider_turbine.obj", 1.0f, 4);
108  this->loadModel("models/ships/hoverglider_turbine_rotors.obj", 1.0f, 5);
109
110  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
111  mouseSensitivity = 0.005;
112
113  this->rotorSpeed = 1000.0f;
114  this->rotorCycle = 0.0f;
115  this->cameraLook = 0.0f;
116  this->rotation = 0.0f;
117  this->acceleration = 10.0f;
118  this->airFriction = 2.0f;
119
120  this->setHealthMax(100);
121  this->setHealth(100);
122
123
124  // camera - issue
125  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
126  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
127  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
128  //this->cameraNode.setParent(this);
129
130  // rotors
131  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
132  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
133  this->wingNodeLeft.setParent(this);
134  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
135  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
136  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
137  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
138
139  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
140  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
141  this->wingNodeRight.setParent(this);
142  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
143  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
144  this->rotorNodeRight.setParent(&this->wingNodeRight);
145  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
146
147  // PARTICLES
148  this->burstEmitter[0] = new DotEmitter(200, 5.0, .01);
149  this->burstEmitter[0]->setParent(&this->rotorNodeLeft);
150  this->burstEmitter[0]->setRelCoor(0, -0.7, 0);
151  this->burstEmitter[0]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
152  this->burstEmitter[0]->setName("TurbineHover_Burst_emitter_Left");
153
154  this->burstEmitter[1] = new DotEmitter(200, 5.0, .01);
155  this->burstEmitter[1]->setParent(&this->rotorNodeRight);
156  this->burstEmitter[1]->setRelCoor(0, -0.7, 0);
157  this->burstEmitter[1]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
158  this->burstEmitter[1]->setName("TurbineHover_Burst_emitter_Right");
159
160
161  this->burstSystem = new SpriteParticles(1000);
162  this->burstSystem->addEmitter(this->burstEmitter[0]);
163  this->burstSystem->addEmitter(this->burstEmitter[1]);
164  this->burstSystem->setName("SpaceShip_Burst_System");
165  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
166  this->burstSystem->setLifeSpan(1.0, .3);
167  this->burstSystem->setRadius(0.0, 1.5);
168  this->burstSystem->setRadius(0.05, 1.8);
169  this->burstSystem->setRadius(.5, .8);
170  this->burstSystem->setRadius(1.0, 0);
171  this->burstSystem->setColor(0.0, .7,.7,1,.5);
172  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
173  this->burstSystem->setColor(0.5, .5,.5,.8,.3);
174  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
175
176
177  //add events to the eventlist of the Playable
178  this->registerEvent(KeyMapper::PEV_FORWARD);
179  this->registerEvent(KeyMapper::PEV_BACKWARD);
180  this->registerEvent(KeyMapper::PEV_LEFT);
181  this->registerEvent(KeyMapper::PEV_RIGHT);
182  this->registerEvent(KeyMapper::PEV_UP);
183  this->registerEvent(KeyMapper::PEV_DOWN);
184  this->registerEvent(KeyMapper::PEV_FIRE1);
185  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
186  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
187  this->registerEvent(EV_MOUSE_MOTION);
188
189  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
190
191  // WEAPON_MANAGER configuration
192  this->getWeaponManager().setSlotCount(5);
193
194  this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
195  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
196
197  this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
198  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
199
200  this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003));
201  this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY);
202
203  /// TODO: THESE ARE TOO MUCH
204  this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652));
205  this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
206
207  this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652));
208  this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
209
210  this->cameraNode.setRelCoor(1,5,0);
211  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
212  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
213}
214
215/**
216 * @brief loads the Settings of a TurbineHover from an XML-element.
217 * @param root the XML-element to load the Spaceship's properties from
218 */
219void TurbineHover::loadParams(const TiXmlElement* root)
220{
221  Playable::loadParams(root);
222}
223
224void TurbineHover::setPlayDirection(const Quaternion& rot, float speed)
225{
226  this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
227}
228
229void TurbineHover::enter()
230{
231  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
232
233  if (State::getCameraNode != NULL)
234  {
235    State::getCameraNode()->setParentSoft(&this->cameraNode);
236    State::getCameraNode()->setRelCoorSoft(-10, 0,0);
237    State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
238  }
239}
240
241void TurbineHover::leave()
242{
243  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
244  this->detachCamera();
245
246}
247
248
249/**
250 * @brief effect that occurs after the TurbineHover is spawned
251*/
252void TurbineHover::postSpawn ()
253{
254  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
255}
256
257/**
258 * @brief the action occuring if the turbine_hover left the game
259*/
260void TurbineHover::leftWorld ()
261{}
262
263/**
264 * @brief this function is called, when two entities collide
265 * @param entity: the world entity with whom it collides
266 *
267 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
268 */
269void TurbineHover::collidesWith(WorldEntity* entity, const Vector& location)
270{
271  Playable::collidesWith(entity, location);
272}
273
274
275
276/**
277 * @brief the function called for each passing timeSnap
278 * @param time The timespan passed since last update
279*/
280void TurbineHover::tick (float dt)
281{
282  //  this->debugNode(1);
283  Playable::tick(dt);
284
285  // spaceship controlled movement
286  this->movement(dt);
287  this->rotorCycle += this->rotorSpeed * dt;
288
289  // TRYING TO FIX PNode.
290  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
291  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
292}
293
294/**
295 * @brief calculate the velocity
296 * @param time the timeslice since the last frame
297*/
298void TurbineHover::movement (float dt)
299{
300  Vector accel(0.0, 0.0, 0.0);
301
302  if( this->bForward )
303  {
304    accel += Vector(this->acceleration, 0, 0);
305  }
306
307  if( this->bBackward )
308  {
309    accel -= Vector(this->acceleration, 0, 0);
310  }
311  if( this->bLeft)
312  {
313    accel -= Vector(0, 0, this->acceleration);
314  }
315
316  if( this->bRight)
317  {
318    accel += Vector(0, 0, this->acceleration);
319  }
320
321  if (this->bAscend )
322  {
323    accel += Vector(0, this->acceleration, 0);
324  }
325  if (this->bDescend )
326  {
327    accel -= Vector(0, this->acceleration, 0);
328  }
329
330  switch(this->getPlaymode())
331  {
332    case Playable::Full3D:
333      {
334        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
335
336        // this is the air friction (necessary for a smooth control)
337        Vector damping = (this->velocity * this->airFriction);
338
339
340        this->velocity += (accelerationDir - damping)* dt;
341        this->shiftCoor (this->velocity * dt);
342
343        // limit the maximum rotation speed.
344        if (this->rotation != 0.0f)
345        {
346          float maxRot = 10.0 * dt;
347          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
348          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
349          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
350
351          this->rotation = 0.0f;
352        }
353
354        this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
355
356        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
357        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
358
359        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
360        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
361      }
362      break;
363
364    case Playable::Horizontal:
365      {
366        accel.y = 0.0;
367        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
368        accelerationDir.y = 0.0;
369
370        // this is the air friction (necessary for a smooth control)
371        Vector damping = (this->velocity * this->airFriction);
372
373
374        this->velocity += (accelerationDir - damping)* dt;
375        this->shiftCoor (this->velocity * dt);
376
377        // limit the maximum rotation speed.
378        if (this->rotation != 0.0f)
379        {
380          float maxRot = 10.0 * dt;
381          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
382          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
383          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
384
385          this->rotation = 0.0f;
386        }
387
388        this->setRelDirSoft(this->direction, 5);
389
390        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
391        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation, Vector(0,0,1)), 5);
392
393        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
394        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation, Vector(0,0,1)), 5);
395      }
396      break;
397
398    case Playable::Vertical:
399    {
400      accel.z = 0;
401      Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
402      accelerationDir.z=0;
403
404        // this is the air friction (necessary for a smooth control)
405      Vector damping = (this->velocity * this->airFriction);
406
407      this->velocity += (accelerationDir - damping)* dt;
408      this->shiftCoor (this->velocity * dt);
409
410      this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
411
412      this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
413      this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
414
415      this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
416      this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
417    }
418    break;
419    default:
420      PRINTF(2)("Playmode %s Not Implemented\n", Playable::playmodeToString(this->getPlaymode()).c_str());
421  }
422}
423
424
425void TurbineHover::draw() const
426{
427  Vector tmpRot;
428  WorldEntity::draw();
429
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 ();
439
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();
447  glRotatef(this->rotorCycle, 0,1,0);
448  this->getModel(5)->draw();
449  glPopMatrix ();
450
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 ();
461
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();
470  glRotatef(this->rotorCycle, 0,1,0);
471  this->getModel(5)->draw();
472  glPopMatrix ();
473}
474
475/**
476 * @todo switch statement ??
477 */
478void TurbineHover::process(const Event &event)
479{
480  Playable::process(event);
481
482  if( event.type == KeyMapper::PEV_LEFT)
483    this->bLeft = event.bPressed;
484  else if( event.type == KeyMapper::PEV_RIGHT)
485    this->bRight = event.bPressed;
486  else if( event.type == KeyMapper::PEV_UP)
487    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
488  else if( event.type == KeyMapper::PEV_DOWN)
489    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
490  else if( event.type == KeyMapper::PEV_FORWARD)
491    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
492  else if( event.type == KeyMapper::PEV_BACKWARD)
493    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
494  else if( event.type == EV_MOUSE_MOTION)
495  {
496    float xMouse, yMouse;
497    xMouse = event.xRel*mouseSensitivity;
498    yMouse = event.yRel*mouseSensitivity;
499
500    // rotate the Player around the y-axis
501    this->rotation += xMouse;
502
503    this->cameraLook += yMouse;
504    // rotate the Camera around the z-axis
505    if (cameraLook > M_PI_4)
506      cameraLook = M_PI_4;
507    else if (cameraLook < -M_PI_4)
508      cameraLook = -M_PI_4;
509    //this->cameraNode.setRelDirSoft(this->direction,10);
510  }
511}
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