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source: orxonox.OLD/trunk/src/world_entities/space_ships/turbine_hover.cc @ 9621

Last change on this file since 9621 was 9494, checked in by bensch, 18 years ago

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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  this->cameraNode.setRelCoor(0,5,0);
130
131  // rotors
132  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
133  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
134  this->wingNodeLeft.setParent(this);
135  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
136  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
137  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
138  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
139
140  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
141  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
142  this->wingNodeRight.setParent(this);
143  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
144  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
145  this->rotorNodeRight.setParent(&this->wingNodeRight);
146  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
147
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");
154
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");
160
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
178  //add events to the eventlist of the Playable
179  this->registerEvent(KeyMapper::PEV_FORWARD);
180  this->registerEvent(KeyMapper::PEV_BACKWARD);
181  this->registerEvent(KeyMapper::PEV_LEFT);
182  this->registerEvent(KeyMapper::PEV_RIGHT);
183  this->registerEvent(KeyMapper::PEV_UP);
184  this->registerEvent(KeyMapper::PEV_DOWN);
185  this->registerEvent(KeyMapper::PEV_FIRE1);
186  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
187  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
188  this->registerEvent(EV_MOUSE_MOTION);
189
190  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
191
192  // WEAPON_MANAGER configuration
193  this->getWeaponManager().setSlotCount(5);
194
195  this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
196  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
197
198  this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
199  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
200
201  this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003));
202  this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY);
203
204  /// TODO: THESE ARE TOO MUCH
205  this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652));
206  this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
207
208  this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652));
209  this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
210
211  this->cameraNode.setRelCoor(1,5,0);
212  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
213  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
214
215  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
216  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
217  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
218  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
219  registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) );
220  registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) );
221  registerVar( new SynchronizeableQuaternion( &direction, &direction, "direction", PERMISSION_OWNER ) );
222  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
223  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
224}
225
226/**
227 * @brief loads the Settings of a TurbineHover from an XML-element.
228 * @param root the XML-element to load the Spaceship's properties from
229 */
230void TurbineHover::loadParams(const TiXmlElement* root)
231{
232  Playable::loadParams(root);
233}
234
235void TurbineHover::setPlayDirection(const Quaternion& rot, float speed)
236{
237  this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
238}
239
240void TurbineHover::enter()
241{
242  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
243
244  if (State::getCameraNode != NULL)
245  {
246    State::getCameraNode()->setParentSoft(&this->cameraNode);
247    State::getCameraNode()->setRelCoorSoft(-10, 0,0);
248    State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
249  }
250}
251
252void TurbineHover::leave()
253{
254  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
255  this->detachCamera();
256
257}
258
259
260/**
261 * @brief effect that occurs after the TurbineHover is spawned
262*/
263void TurbineHover::postSpawn ()
264{
265  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
266}
267
268/**
269 * @brief the action occuring if the turbine_hover left the game
270*/
271void TurbineHover::leftWorld ()
272{}
273
274/**
275 * @brief this function is called, when two entities collide
276 * @param entity: the world entity with whom it collides
277 *
278 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
279 */
280void TurbineHover::collidesWith(WorldEntity* entity, const Vector& location)
281{
282  Playable::collidesWith(entity, location);
283}
284
285
286
287/**
288 * @brief the function called for each passing timeSnap
289 * @param time The timespan passed since last update
290*/
291void TurbineHover::tick (float dt)
292{
293  //  this->debugNode(1);
294  Playable::tick(dt);
295
296  // spaceship controlled movement
297
298  // TRYING TO FIX PNode.
299  //this->cameraNode.setRelCoor(Vector(0.0f, 5.0f, 0.0f));//, 30.0f);
300  //this->cameraNode.setRelDir(Quaternion(this->smoothRotator  *10.0, Vector(0,1,0)));
301
302  this->movement(dt);
303  this->rotorCycle += this->rotorSpeed * dt;
304}
305
306
307#include "shared_network_data.h"
308
309/**
310 * @brief calculate the velocity
311 * @param time the timeslice since the last frame
312*/
313void TurbineHover::movement (float dt)
314{
315  Vector accel(0.0, 0.0, 0.0);
316
317  if( this->bForward )
318  {
319    accel += Vector(this->acceleration, 0, 0);
320  }
321
322  if( this->bBackward )
323  {
324    accel -= Vector(this->acceleration, 0, 0);
325  }
326  if( this->bLeft)
327  {
328    accel -= Vector(0, 0, this->acceleration);
329  }
330
331  if( this->bRight)
332  {
333    accel += Vector(0, 0, this->acceleration);
334  }
335
336  if (this->bAscend )
337  {
338    accel += Vector(0, this->acceleration, 0);
339  }
340  if (this->bDescend )
341  {
342    accel -= Vector(0, this->acceleration, 0);
343  }
344
345  switch(this->getPlaymode())
346  {
347    case Playable::Full3D:
348      {
349        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
350
351        // this is the air friction (necessary for a smooth control)
352        Vector damping = (this->velocity * this->airFriction);
353
354
355        this->velocity += (accelerationDir - damping)* dt;
356        //if (this->getOwner() != SharedNetworkData::getInstance()->getHostID())
357          this->shiftCoor (this->velocity * dt);
358
359        // limit the maximum rotation speed.
360        if (this->rotation != 0.0f)
361        {
362          float maxRot = 10.0 * dt;
363          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
364          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
365          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
366
367          this->rotation = 0.0f;
368        }
369
370        //if (this->getOwner() != SharedNetworkData::getInstance()->getHostID())
371          this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
372
373        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
374        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
375
376        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
377        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
378      }
379      break;
380
381    case Playable::Horizontal:
382      {
383        accel.y = 0.0;
384        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
385        accelerationDir.y = 0.0;
386
387        // this is the air friction (necessary for a smooth control)
388        Vector damping = (this->velocity * this->airFriction);
389
390
391        this->velocity += (accelerationDir - damping)* dt;
392        this->shiftCoor (this->velocity * dt);
393
394        // limit the maximum rotation speed.
395        if (this->rotation != 0.0f)
396        {
397          float maxRot = 10.0 * dt;
398          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
399          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
400          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
401
402          this->rotation = 0.0f;
403        }
404
405        this->setRelDirSoft(this->direction, 5);
406
407        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
408        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation, Vector(0,0,1)), 5);
409
410        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
411        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation, Vector(0,0,1)), 5);
412      }
413      break;
414
415    case Playable::Vertical:
416      {
417        accel.z = 0;
418        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
419        accelerationDir.z=0;
420
421        // this is the air friction (necessary for a smooth control)
422        Vector damping = (this->velocity * this->airFriction);
423
424        this->velocity += (accelerationDir - damping)* dt;
425        this->shiftCoor (this->velocity * dt);
426
427        this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
428
429        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
430        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
431
432        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
433        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
434      }
435      break;
436    default:
437      PRINTF(2)("Playmode %s Not Implemented\n", Playable::playmodeToString(this->getPlaymode()).c_str());
438  }
439}
440
441
442void TurbineHover::draw() const
443{
444  Vector tmpRot;
445  WorldEntity::draw();
446
447  glPushMatrix();
448  /// LEFT SIDE
449  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
450                this->wingNodeLeft.getAbsCoor ().y,
451                this->wingNodeLeft.getAbsCoor ().z);
452  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
453  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
454  this->getModel(3)->draw();
455  glPopMatrix ();
456
457  glPushMatrix();
458  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
459                this->rotorNodeLeft.getAbsCoor ().y,
460                this->rotorNodeLeft.getAbsCoor ().z);
461  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
462  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
463  this->getModel(4)->draw();
464  glRotatef(this->rotorCycle, 0,1,0);
465  this->getModel(5)->draw();
466  glPopMatrix ();
467
468  /// RIGHT SIDE
469  glPushMatrix();
470  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
471                this->wingNodeRight.getAbsCoor ().y,
472                this->wingNodeRight.getAbsCoor ().z);
473  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
474  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
475  glScalef(1,1,-1);
476  this->getModel(3)->draw();
477  glPopMatrix ();
478
479  glPushMatrix();
480  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
481                this->rotorNodeRight.getAbsCoor ().y,
482                this->rotorNodeRight.getAbsCoor ().z);
483  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
484  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
485  glScalef(1,1,-1);
486  this->getModel(4)->draw();
487  glRotatef(this->rotorCycle, 0,1,0);
488  this->getModel(5)->draw();
489  glPopMatrix ();
490}
491
492/**
493 * @todo switch statement ??
494 */
495void TurbineHover::process(const Event &event)
496{
497  Playable::process(event);
498
499  if( event.type == KeyMapper::PEV_LEFT)
500    this->bLeft = event.bPressed;
501  else if( event.type == KeyMapper::PEV_RIGHT)
502    this->bRight = event.bPressed;
503  else if( event.type == KeyMapper::PEV_UP)
504    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
505  else if( event.type == KeyMapper::PEV_DOWN)
506    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
507  else if( event.type == KeyMapper::PEV_FORWARD)
508    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
509  else if( event.type == KeyMapper::PEV_BACKWARD)
510    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
511  else if( event.type == EV_MOUSE_MOTION)
512  {
513    float xMouse, yMouse;
514    xMouse = event.xRel*mouseSensitivity;
515    yMouse = event.yRel*mouseSensitivity;
516
517    // rotate the Player around the y-axis
518    this->rotation += xMouse;
519
520    this->cameraLook += yMouse;
521    // rotate the Camera around the z-axis
522    if (cameraLook > M_PI_4)
523      cameraLook = M_PI_4;
524    else if (cameraLook < -M_PI_4)
525      cameraLook = -M_PI_4;
526    //this->cameraNode.setRelDirSoft(this->direction,10);
527  }
528}
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