Changeset 8727 for code/trunk/src/orxonox/worldentities/pawns
- Timestamp:
- Jul 3, 2011, 5:42:19 PM (13 years ago)
- Location:
- code/trunk/src/orxonox/worldentities/pawns
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
code/trunk/src/orxonox/worldentities/pawns/SpaceShip.cc
r8706 r8727 36 36 #include "core/XMLPort.h" 37 37 #include "tools/Shader.h" 38 #include "util/Debug.h" // TODO: Needed?39 38 #include "util/Math.h" 40 39 … … 47 46 namespace orxonox 48 47 { 49 const float orientationGain = 100;50 48 CreateFactory(SpaceShip); 51 49 … … 54 52 RegisterObject(SpaceShip); 55 53 56 this->primaryThrust_ = 100; 57 this->auxilaryThrust_ = 30; 54 this->bInvertYAxis_ = false; 55 56 this->steering_ = Vector3::ZERO; 57 58 58 this->rotationThrust_ = 10; 59 60 this->localLinearAcceleration_.setValue(0, 0, 0);61 59 this->localAngularAcceleration_.setValue(0, 0, 0); 60 62 61 this->bBoost_ = false; 63 this-> steering_ = Vector3::ZERO;64 62 this->bBoostCooldown_ = false; 63 this->initialBoostPower_ = 10.0f; 65 64 this->boostPower_ = 10.0f; 66 this->initialBoostPower_ = 10.0f; 67 this->boostRate_ = 5.0; 68 this->boostPowerRate_ = 1.0; 69 this->boostCooldownDuration_ = 5.0; 70 this->bBoostCooldown_ = false; 71 72 this->lift_ = 1.0f; // factor of the lift, standard is 1 73 this->stallSpeed_ = 220.0f; // max speed where lift is added 74 75 this->bInvertYAxis_ = false; 65 this->boostPowerRate_ = 1.0f; 66 this->boostRate_ = 5.0f; 67 this->boostCooldownDuration_ = 5.0f; 68 69 this->shakeFrequency_ = 15.0f; 70 this->shakeAmplitude_ = 5.0f; 71 this->shakeDt_ = 0.0f; 72 this->cameraOriginalPosition_ = Vector3::UNIT_SCALE; 73 this->cameraOriginalOrientation_ = Quaternion::IDENTITY; 74 75 this->lift_ = 1.0f; 76 this->stallSpeed_ = 220.0f; 76 77 77 78 this->setDestroyWhenPlayerLeft(true); … … 83 84 this->enableCollisionCallback(); 84 85 85 this->engineTicksNotDone = 0;86 86 this->setConfigValues(); 87 87 this->registerVariables(); 88 89 this->cameraOriginalPosition_ = Vector3::UNIT_SCALE; 90 this->cameraOriginalOrientation_ = Quaternion::IDENTITY; 91 92 this->shakeFrequency_ = 15; 93 this->shakeAmplitude_ = 5; 94 this->shakeDt_ = 0; 88 95 89 } 96 90 … … 100 94 { 101 95 this->removeAllEngines(); 102 96 103 97 if (this->boostBlur_) 104 98 this->boostBlur_->destroy(); … … 110 104 SUPER(SpaceShip, XMLPort, xmlelement, mode); 111 105 112 //XMLPortParam(SpaceShip, "engine", setEngineTemplate, getEngineTemplate, xmlelement, mode);113 XMLPortParamVariable(SpaceShip, "primaryThrust", primaryThrust_, xmlelement, mode);114 XMLPortParamVariable(SpaceShip, "auxilaryThrust", auxilaryThrust_, xmlelement, mode);115 106 XMLPortParamVariable(SpaceShip, "rotationThrust", rotationThrust_, xmlelement, mode); 116 XMLPortParam Variable(SpaceShip, "boostPower", initialBoostPower_, xmlelement, mode);117 XMLPortParam Variable(SpaceShip, "boostPowerRate", boostPowerRate_, xmlelement, mode);118 XMLPortParam Variable(SpaceShip, "boostRate", boostRate_, xmlelement, mode);119 XMLPortParam Variable(SpaceShip, "boostCooldownDuration", boostCooldownDuration_, xmlelement, mode);120 XMLPortParam Variable(SpaceShip, "shakeFrequency", shakeFrequency_, xmlelement, mode);121 XMLPortParam Variable(SpaceShip, "shakeAmplitude", shakeAmplitude_, xmlelement, mode);107 XMLPortParam(SpaceShip, "boostPower", setInitialBoostPower, getInitialBoostPower, xmlelement, mode); 108 XMLPortParam(SpaceShip, "boostPowerRate", setBoostPowerRate, getBoostPowerRate, xmlelement, mode); 109 XMLPortParam(SpaceShip, "boostRate", setBoostRate, getBoostRate, xmlelement, mode); 110 XMLPortParam(SpaceShip, "boostCooldownDuration", setBoostCooldownDuration, getBoostCooldownDuration, xmlelement, mode); 111 XMLPortParam(SpaceShip, "shakeFrequency", setShakeFrequency, getShakeFrequency, xmlelement, mode); 112 XMLPortParam(SpaceShip, "shakeAmplitude", setShakeAmplitude, getShakeAmplitude, xmlelement, mode); 122 113 XMLPortParamVariable(SpaceShip, "lift", lift_, xmlelement, mode); 123 114 XMLPortParamVariable(SpaceShip, "stallSpeed", stallSpeed_, xmlelement, mode); … … 128 119 void SpaceShip::registerVariables() 129 120 { 130 registerVariable(this->primaryThrust_, VariableDirection::ToClient);131 registerVariable(this->auxilaryThrust_, VariableDirection::ToClient);132 121 registerVariable(this->rotationThrust_, VariableDirection::ToClient); 133 // TODO: Synchronization of boost needed?134 122 registerVariable(this->boostPower_, VariableDirection::ToClient); 135 123 registerVariable(this->boostPowerRate_, VariableDirection::ToClient); … … 169 157 SUPER(SpaceShip, tick, dt); 170 158 159 // Run the engines 160 for(std::vector<Engine*>::iterator it = this->engineList_.begin(); it != this->engineList_.end(); it++) 161 (*it)->run(dt); 162 171 163 if (this->hasLocalController()) 172 164 { 173 // Handle mouse look165 // If not in mouse look apply the angular movement to the ship. 174 166 if (!this->isInMouseLook()) 175 167 { … … 179 171 this->localAngularAcceleration_.setValue(0, 0, 0); 180 172 181 // Charge boostPower182 if(!this-> bBoostCooldown_&& this->boostPower_ < this->initialBoostPower_)173 // If not in boost cooldown, the boost power is recharged up to the initial boost power. 174 if(!this->isBoostCoolingDown() && this->boostPower_ < this->initialBoostPower_) 183 175 { 184 176 this->boostPower_ += this->boostPowerRate_*dt; 185 177 } 186 // Use boostPower187 if(this-> bBoost_)178 // If boosting 179 if(this->isBoosting()) 188 180 { 189 this->boostPower_ -=this->boostRate_*dt; 181 // Discount the used power 182 this->boostPower_ -= this->boostRate_*dt; 183 // If the power has been used up boosting is stopped and boost cooldown is initiated. 190 184 if(this->boostPower_ <= 0.0f) 191 185 { … … 195 189 } 196 190 191 // Shake the camera because of the boosting. 197 192 this->shakeCamera(dt); 198 193 } 199 194 200 195 // Enable Blur depending on settings 201 if (this->bEnableMotionBlur_ && !this->boostBlur_ && this->hasLocalController() && this->hasHumanController())196 if(this->bEnableMotionBlur_) 202 197 { 203 this->boostBlur_ = new Shader(this->getScene()->getSceneManager()); 204 this->boostBlur_->setCompositorName("Radial Blur"); 198 if (this->boostBlur_ == NULL && this->hasLocalController() && this->hasHumanController()) 199 { 200 this->boostBlur_ = new Shader(this->getScene()->getSceneManager()); 201 this->boostBlur_->setCompositorName("Radial Blur"); 202 } 203 if (this->boostBlur_) 204 { 205 float blur = this->blurStrength_ * clamp(-this->getLocalVelocity().z/(this->getMaxSpeedFront()*this->getBoostFactor()), 0.0f, 1.0f); 206 207 // Show and hide blur effect depending on state of booster 208 if(this->isBoosting()) 209 this->boostBlur_->setVisible(blur > 0.0f); 210 else 211 this->boostBlur_->setVisible(false); 212 213 this->boostBlur_->setParameter(0, 0, "sampleStrength", blur); 214 } 205 215 } 206 207 if (this->boostBlur_) // && this->maxSpeedFront_ != 0 && this->boostFactor_ != 1) 208 { 209 // TODO: this->maxSpeedFront_ gets fastest engine 210 float blur = this->blurStrength_ * clamp((-this->getLocalVelocity().z - 0.0f /*this->maxSpeedFront_*/) / ((150.0f /*boostFactor_*/ - 1) * 1.5f /*this->maxSpeedFront_*/), 0.0f, 1.0f); 211 212 // Show and hide blur effect depending on state of booster 213 if(this->bBoost_) 214 this->boostBlur_->setVisible(blur > 0); 215 else 216 this->boostBlur_->setVisible(false); 217 218 this->boostBlur_->setParameter(0, 0, "sampleStrength", blur); 219 } 220 } 221 } 222 223 void SpaceShip::moveFrontBack(const Vector2& value) 224 { 225 this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() - value.x); 226 this->steering_.z -= value.x; 227 } 228 229 void SpaceShip::moveRightLeft(const Vector2& value) 230 { 231 this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() + value.x); 232 this->steering_.x += value.x; 233 } 234 235 void SpaceShip::moveUpDown(const Vector2& value) 236 { 237 this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() + value.x); 238 this->steering_.y += value.x; 239 } 240 216 } 217 218 this->steering_ = Vector3::ZERO; 219 } 220 221 /** 222 @brief 223 Rotate in yaw direction. 224 Due to added lift, can also lead to an additional right-left motion. 225 @param value 226 A vector whose first component specifies the magnitude of the rotation. Positive means yaw left, negative means yaw right. 227 */ 241 228 void SpaceShip::rotateYaw(const Vector2& value) 242 229 { … … 245 232 Pawn::rotateYaw(value); 246 233 247 //This function call adds a lift to the ship when it is rotating to make it's movement more "realistic" and enhance the feeling. 248 if (abs(this-> getLocalVelocity().z) < stallSpeed_) {this->moveRightLeft(-lift_ / 5 * value * sqrt(abs(this-> getLocalVelocity().z)));} 249 } 250 234 // This function call adds a lift to the ship when it is rotating to make it's movement more "realistic" and enhance the feeling. 235 if (this->getLocalVelocity().z < 0 && abs(this->getLocalVelocity().z) < stallSpeed_) 236 this->moveRightLeft(-lift_ / 5.0f * value * sqrt(abs(this->getLocalVelocity().z))); 237 } 238 239 /** 240 @brief 241 Rotate in pitch direction. 242 Due to added left, can also lead to an additional up-down motion. 243 @param value 244 A vector whose first component specifies the magnitude of the rotation. Positive means pitch up, negative means pitch down. 245 */ 251 246 void SpaceShip::rotatePitch(const Vector2& value) 252 247 { 253 this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x*0.8f); 254 255 Pawn::rotatePitch(value); 256 257 //This function call adds a lift to the ship when it is pitching to make it's movement more "realistic" and enhance the feeling. 258 if (abs(this-> getLocalVelocity().z) < stallSpeed_) {this->moveUpDown(lift_ / 5 * value * sqrt(abs(this-> getLocalVelocity().z)));} 259 } 260 248 Vector2 pitch = value; 249 if(this->bInvertYAxis_) 250 pitch.x = -pitch.x; 251 252 this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + pitch.x*0.8f); 253 254 Pawn::rotatePitch(pitch); 255 256 // This function call adds a lift to the ship when it is pitching to make it's movement more "realistic" and enhance the feeling. 257 if (this->getLocalVelocity().z < 0 && abs(this->getLocalVelocity().z) < stallSpeed_) 258 this->moveUpDown(lift_ / 5.0f * pitch * sqrt(abs(this->getLocalVelocity().z))); 259 } 260 261 /** 262 @brief 263 Rotate in roll direction. 264 @param value 265 A vector whose first component specifies the magnitude of the rotation. Positive means roll left, negative means roll right. 266 */ 261 267 void SpaceShip::rotateRoll(const Vector2& value) 262 268 { … … 278 284 void SpaceShip::boost(bool bBoost) 279 285 { 280 if(bBoost && !this->bBoostCooldown_) 286 // Can only boost if not cooling down. 287 if(bBoost && !this->isBoostCoolingDown()) 281 288 { 282 289 this->bBoost_ = true; 283 Camera* camera = CameraManager::getInstance().getActiveCamera(); 284 this->cameraOriginalPosition_ = camera->getPosition(); 285 this->cameraOriginalOrientation_ = camera->getOrientation(); 286 } 290 this->backupCamera(); 291 } 292 // Stop boosting. 287 293 if(!bBoost) 288 294 { … … 292 298 } 293 299 294 void SpaceShip::boostCooledDown(void) 295 { 296 this->bBoostCooldown_ = false; 297 } 298 299 void SpaceShip::shakeCamera(float dt) 300 { 301 //make sure the ship is only shaking if it's moving 302 if (this->getVelocity().squaredLength() > 80.0f) 303 { 304 this->shakeDt_ += dt; 305 306 float frequency = this->shakeFrequency_ * (this->getVelocity().squaredLength()); 307 308 if (this->shakeDt_ >= 1.0f/frequency) 309 { 310 this->shakeDt_ -= 1.0f/frequency; 311 } 312 313 Degree angle = Degree(sin(this->shakeDt_ *2.0f* math::pi * frequency) * this->shakeAmplitude_); 314 315 //COUT(0) << "Angle: " << angle << std::endl; 316 Camera* camera = this->getCamera(); 317 318 //Shaking Camera effect 319 if (camera != 0) 320 { 321 camera->setOrientation(Vector3::UNIT_X, angle); 322 } 323 } 324 } 325 326 void SpaceShip::resetCamera() 327 { 328 Camera *camera = this->getCamera(); 329 330 if (camera == 0) 331 { 332 COUT(2) << "Failed to reset camera!"; 333 return; 334 } 335 336 this->shakeDt_ = 0; 337 camera->setPosition(this->cameraOriginalPosition_); 338 camera->setOrientation(this->cameraOriginalOrientation_); 339 } 340 341 void SpaceShip::backupCamera() 342 { 343 Camera* camera = CameraManager::getInstance().getActiveCamera(); 344 if(camera != NULL) 345 { 346 this->cameraOriginalPosition_ = camera->getPosition(); 347 this->cameraOriginalOrientation_ = camera->getOrientation(); 348 } 349 } 350 300 /** 301 @brief 302 Add an Engine to the SpaceShip. 303 @param engine 304 A pointer to the Engine to be added. 305 */ 351 306 void SpaceShip::addEngine(orxonox::Engine* engine) 352 307 { 353 //COUT(0)<<"Adding an Engine: " << engine << endl;308 OrxAssert(engine != NULL, "The engine cannot be NULL."); 354 309 this->engineList_.push_back(engine); 355 310 engine->addToSpaceShip(this); 356 this->resetEngineTicks(); 357 } 358 359 bool SpaceShip::hasEngine(Engine* engine) 360 { 361 for(unsigned int i=0; i<this->engineList_.size(); i++) 362 { 363 if(this->engineList_[i]==engine) 311 } 312 313 /** 314 @brief 315 Check whether the SpaceShip has a particular Engine. 316 @param engine 317 A pointer to the Engine to be checked. 318 */ 319 bool SpaceShip::hasEngine(Engine* engine) const 320 { 321 for(unsigned int i = 0; i < this->engineList_.size(); i++) 322 { 323 if(this->engineList_[i] == engine) 364 324 return true; 365 325 } … … 367 327 } 368 328 329 /** 330 @brief 331 Get the i-th Engine of the SpaceShip. 332 @return 333 Returns a pointer to the i-the Engine. NULL if there is no Engine with that index. 334 */ 369 335 Engine* SpaceShip::getEngine(unsigned int i) 370 336 { 371 if(this->engineList_.size() >=i)372 return 0;337 if(this->engineList_.size() >= i) 338 return NULL; 373 339 else 374 340 return this->engineList_[i]; 375 341 } 376 342 343 /** 344 @brief 345 Remove and destroy all Engines of the SpaceShip. 346 */ 377 347 void SpaceShip::removeAllEngines() 378 348 { … … 380 350 this->engineList_.back()->destroy(); 381 351 } 382 352 353 /** 354 @brief 355 Remove a particular Engine from the SpaceShip. 356 @param engine 357 A pointer to the Engine to be removed. 358 */ 383 359 void SpaceShip::removeEngine(Engine* engine) 384 360 { 385 for(std::vector<Engine*>::iterator it =this->engineList_.begin(); it!=this->engineList_.end(); ++it)386 { 387 if(*it ==engine)361 for(std::vector<Engine*>::iterator it = this->engineList_.begin(); it != this->engineList_.end(); ++it) 362 { 363 if(*it == engine) 388 364 { 389 365 this->engineList_.erase(it); … … 393 369 } 394 370 395 void SpaceShip::setSpeedFactor(float factor) 371 /** 372 @brief 373 Add to the speed factor for all engines of the SpaceShip. 374 @param factor 375 The factor to be added. 376 */ 377 void SpaceShip::addSpeedFactor(float factor) 396 378 { 397 379 for(unsigned int i=0; i<this->engineList_.size(); i++) 398 this->engineList_[i]->setSpeedFactor(factor); 399 } 400 float SpaceShip::getSpeedFactor() // Calculate mean SpeedFactor. 401 { 402 float ret = 0; unsigned int i = 0; 380 this->engineList_[i]->addSpeedMultiply(factor); 381 } 382 383 /** 384 @brief 385 Add to the speed factor for all engines of the SpaceShip. 386 @param speed 387 The speed to be added. 388 */ 389 void SpaceShip::addSpeed(float speed) 390 { 391 for(unsigned int i=0; i<this->engineList_.size(); i++) 392 this->engineList_[i]->addSpeedAdd(speed); 393 } 394 395 /** 396 @brief 397 Get the mean speed factor over all engines of the SpaceShip. 398 @return 399 Returns the mean speed factor over all engines of the SpaceShip. 400 */ 401 float SpaceShip::getSpeedFactor() const 402 { 403 float sum = 0; 404 unsigned int i = 0; 403 405 for(; i<this->engineList_.size(); i++) 404 ret += this->engineList_[i]->getSpeedFactor(); 405 ret /= (float)i; 406 return ret; 407 } 408 float SpaceShip::getMaxSpeedFront() 409 { 410 float ret=0; 406 sum += this->engineList_[i]->getSpeedMultiply(); 407 return sum/float(i); 408 } 409 410 /** 411 @brief 412 Get the largest maximal forward speed over all engines of the SpaceShip. 413 @return 414 Returns the largest forward speed over all engines of the SpaceShip. 415 */ 416 float SpaceShip::getMaxSpeedFront() const 417 { 418 float speed=0; 411 419 for(unsigned int i=0; i<this->engineList_.size(); i++) 412 420 { 413 if(this->engineList_[i]->getMaxSpeedFront() > ret) 414 ret = this->engineList_[i]->getMaxSpeedFront(); 415 } 416 return ret; 417 } 418 419 float SpaceShip::getBoostFactor() 420 { 421 float ret = 0; unsigned int i=0; 421 if(this->engineList_[i]->getMaxSpeedFront() > speed) 422 speed = this->engineList_[i]->getMaxSpeedFront(); 423 } 424 return speed; 425 } 426 427 /** 428 @brief 429 Get the mean boost factor over all engines of the SpaceShip. 430 @return 431 Returns the mean boost factor over all engines of the SpaceShip. 432 */ 433 float SpaceShip::getBoostFactor() const 434 { 435 float sum = 0; 436 unsigned int i=0; 422 437 for(; i<this->engineList_.size(); i++) 423 ret += this->engineList_[i]->getBoostFactor(); 424 ret /= (float)i; 425 return ret; 426 } 427 428 std::vector<PickupCarrier*>* SpaceShip::getCarrierChildren(void) const 429 { 430 std::vector<PickupCarrier*>* list = new std::vector<PickupCarrier*>(); 431 for(unsigned int i=0; i<this->engineList_.size(); i++) 432 list->push_back(this->engineList_[i]); 433 return list; 434 } 435 438 sum += this->engineList_[i]->getBoostFactor(); 439 return sum/float(i); 440 } 441 442 /** 443 @brief 444 Is called when the enableMotionBlur config value has changed. 445 */ 436 446 void SpaceShip::changedEnableMotionBlur() 437 447 { 438 if (!this->bEnableMotionBlur_ )448 if (!this->bEnableMotionBlur_ && this->boostBlur_ != NULL) 439 449 { 440 450 this->boostBlur_->destroy(); 441 this->boostBlur_ = 0; 442 } 451 this->boostBlur_ = NULL; 452 } 453 } 454 455 /** 456 @brief 457 Shake the camera for a given time interval. 458 @param dt 459 The time interval in seconds. 460 */ 461 void SpaceShip::shakeCamera(float dt) 462 { 463 // Make sure the ship is only shaking if it's moving forward and above the maximal forward speed. 464 if (-this->getLocalVelocity().z > this->getMaxSpeedFront()) 465 { 466 this->shakeDt_ += dt; 467 468 float frequency = this->shakeFrequency_ * (square(abs(this->getLocalVelocity().z))); 469 470 if (this->shakeDt_ >= 1.0f/frequency) 471 this->shakeDt_ -= 1.0f/frequency; 472 473 Degree angle = Degree(sin(this->shakeDt_ * math::twoPi * frequency) * this->shakeAmplitude_); 474 475 Camera* camera = this->getCamera(); 476 //Shaking Camera effect 477 if (camera != 0) 478 camera->setOrientation(Vector3::UNIT_X, angle); 479 480 } 481 // If the camera is no shaking, reset it. 482 else 483 this->resetCamera(); 484 } 485 486 /** 487 @brief 488 Save the original position and orientation of the camera. 489 */ 490 void SpaceShip::backupCamera() 491 { 492 Camera* camera = CameraManager::getInstance().getActiveCamera(); 493 if(camera != NULL) 494 { 495 this->cameraOriginalPosition_ = camera->getPosition(); 496 this->cameraOriginalOrientation_ = camera->getOrientation(); 497 } 498 } 499 500 /** 501 @brief 502 Reset the camera to its original position. 503 */ 504 void SpaceShip::resetCamera() 505 { 506 Camera *camera = this->getCamera(); 507 if (camera == 0) 508 { 509 COUT(2) << "Failed to reset camera!"; 510 return; 511 } 512 513 this->shakeDt_ = 0.0f; 514 camera->setPosition(this->cameraOriginalPosition_); 515 camera->setOrientation(this->cameraOriginalOrientation_); 443 516 } 444 517 -
code/trunk/src/orxonox/worldentities/pawns/SpaceShip.h
r8706 r8727 34 34 #include <string> 35 35 #include <LinearMath/btVector3.h> 36 36 37 #include "tools/Timer.h" 37 38 #include "util/Math.h" 39 #include "util/OrxAssert.h" 40 38 41 #include "Pawn.h" 39 42 40 43 namespace orxonox 41 44 { 45 46 /** 47 @brief 48 The SpaceShip is the principal entity through which the player interacts with the game. Its main function is to fly, however many things, such as @ref orxonox::Engine Engines or @ref orxonox::Weapon Weapons, can be attached to it. 49 50 There are several parameters that define the behavior of the SpaceShip> 51 - The <b>rotationThrust</b>, specifies the force with which the SpaceShip rotates. 52 - The <b>boost</b>, there are quite some parameters pertaining to boosting. The boost is a special move of the SpaceShip, where, for a limited amount of time, it can fly considerably faster than usual. The <b>boostPower</b> is the amount of power available for boosting. The <b>boostPowerRate</b> is the rate at which the boost power is replenished. The <b>boostRate</b> is the rate at which boosting uses power. And the <b>boostCooldownDuration</b> is the time the SpaceShip cannot boost, once all the boost power has been used up. Naturally all of these parameters must be non-negative. 53 - The <b>boost shaking</b>, when the SpaceShip boosts, the camera shakes to create a more immersive effect. Two parameters can be used to adjust the effect. The <b>shakeFrequency</b> is the frequency with which the camera shakes. And the <b>shakeAmplitude</b> is the amount with which the camera shakes. Again these parameters must bee non-negative. 54 - The <b>lift</b> creates a more natural flight feeling through the addition of a lift force. There are again tow parameters that can be specified. The <b>lift</b> which is the lift force that is applied. And the <b>stallSpeed</b> which is the forward speed after which no more lift is generated. 55 56 As mentioned @ref orxonox::Engine Engines can be mounted on the SpaceShip. Here is a (primitive) example of a SpaceShip defined in XML: 57 @code 58 <SpaceShip 59 rotationThrust = 50 60 61 lift = 1; 62 stallSpeed = 220; 63 64 boostPower = 15 65 boostPowerRate = 1 66 boostRate = 5 67 boostCooldownDuration = 10 68 69 shakeFrequency = 15 70 shakeAmplitude = 9 71 72 collisionType = "dynamic" 73 mass = 100 74 linearDamping = 0.7 75 angularDamping = 0.9999999 76 > 77 <engines> 78 <Engine /> 79 <Engine /> 80 </engines> 81 </SpaceShip> 82 @endcode 83 84 @author 85 Fabian 'x3n' Landau 86 */ 42 87 class _OrxonoxExport SpaceShip : public Pawn 43 88 { … … 50 95 void setConfigValues(); 51 96 52 virtual void moveFrontBack(const Vector2& value); 53 virtual void moveRightLeft(const Vector2& value); 54 virtual void moveUpDown(const Vector2& value); 55 56 virtual void rotateYaw(const Vector2& value); 57 virtual void rotatePitch(const Vector2& value); 58 virtual void rotateRoll(const Vector2& value); 97 /** 98 @brief Move forward or backward, 99 @param value A vector whose first component specifies the amount of movement. Positive means forward, negative means backward. 100 */ 101 virtual void moveFrontBack(const Vector2& value) 102 { this->steering_.z -= value.x; } 103 /** 104 @brief Move right or left. 105 @param value A vector whose first component specifies the amount of movement. Positive means right, negative means left. 106 */ 107 virtual void moveRightLeft(const Vector2& value) 108 { this->steering_.x += value.x; } 109 /** 110 @brief Move up or down. 111 @param value A vector whose first component specifies the amount of movement. Positive means up, negative means down. 112 */ 113 virtual void moveUpDown(const Vector2& value) 114 { this->steering_.y += value.x; } 115 116 virtual void rotateYaw(const Vector2& value); // Rotate in yaw direction. 117 virtual void rotatePitch(const Vector2& value); // Rotate in pitch direction. 118 virtual void rotateRoll(const Vector2& value); // Rotate in roll direction. 59 119 60 120 virtual void fire(); 61 121 virtual void boost(bool bBoost); // Starts or stops boosting. 62 122 63 void addEngine(Engine* engine); 64 bool hasEngine(Engine* engine); 65 Engine* getEngine(unsigned int i); // This one's for XMLPort 66 inline const std::vector<Engine*>& getEngineList() 123 void addEngine(Engine* engine); // Add an Engine to the SpaceShip. 124 bool hasEngine(Engine* engine) const; // Check whether the SpaceShip has a particular Engine. 125 Engine* getEngine(unsigned int i); // Get the i-th Engine of the SpaceShip. 126 /** 127 @brief Get the list of all Engines that are mounted on the SpaceShip. 128 @return Returns a vector of all Engines of the SpaceShip. 129 */ 130 inline const std::vector<Engine*>& getEngineList() const 67 131 { return this->engineList_; } 68 void removeEngine(Engine* engine); 69 void removeAllEngines(); 70 71 void setSpeedFactor(float factor); 72 float getSpeedFactor(); // Gets mean speed factor 73 float getMaxSpeedFront(); // gets largest speed forward 74 float getBoostFactor(); // gets mean boost factor 75 132 void removeEngine(Engine* engine); // Remove and destroy all Engines of the SpaceShip. 133 void removeAllEngines(); // Remove a particular Engine from the SpaceShip. 134 135 void addSpeedFactor(float factor); // Add to the speed factor for all engines of the SpaceShip. 136 void addSpeed(float speed); // Add to the speed of all engines of the SpaceShip. 137 float getSpeedFactor() const; // Get the mean speed factor over all engines of the SpaceShip. 138 139 float getMaxSpeedFront() const; // Get the largest maximal forward speed over all engines of the SpaceShip. 140 float getBoostFactor() const; // Get the mean boost factor over all engines of the SpaceShip. 141 142 /** 143 @brief Set the steering direction of the SpaceShip. 144 This is set through the user input. 145 @param direction The direction the SpaceShip should steer in. 146 */ 76 147 inline void setSteeringDirection(const Vector3& direction) 77 148 { this->steering_ = direction; } 149 /** 150 @brief Get the steering direction of the SpaceShip. 151 @return Returns the steering direction of the SpaceShip. The length of the vector is the amount of steering needed. 152 */ 78 153 inline const Vector3& getSteeringDirection() const 79 154 { return this->steering_; } 80 inline void resetEngineTicks() 81 { this->engineTicksNotDone = this->engineList_.size(); } 82 inline void oneEngineTickDone() 83 { this->engineTicksNotDone--; } 84 inline bool hasEngineTicksRemaining() 85 { return (this->engineTicksNotDone>0); } 86 87 inline bool getBoost() const 155 156 /** 157 @brief Check whether the SpaceShip is currently boosting. 158 @return Returns true if the SpaceShip is boosting, false if not. 159 */ 160 inline bool isBoosting() const 88 161 { return this->bBoost_; } 89 162 /** 163 @brief Check whether the SpaceShip boost is cooling down. 164 @return Returns true if the SpaceShip is cooling down from boosting. 165 */ 166 inline bool isBoostCoolingDown() const 167 { return bBoostCooldown_; } 168 169 /** 170 @brief Set the initial power available for boosting to the input value. 171 The current boost power is set to the input value as well. 172 @param power The initial boost power. Must be non-negative. 173 */ 174 inline void setInitialBoostPower(float power) 175 { OrxAssert(power >= 0.0f, "The boost power must be non-negative."); this->initialBoostPower_ = power; this->boostPower_ = power; } 176 /** 177 @brief Set the rate, at which boost power is recharged, to the input value. 178 @param rate The boost power rate in units per second. Must be non-negative. 179 */ 180 inline void setBoostPowerRate(float rate) 181 { OrxAssert(rate >= 0.0f, "The boost power rate must be non-negative."); this->boostPowerRate_ = rate; } 182 /** 183 @brief Set the rate, at which boost power us used up, to the input value. 184 @param rate The boost rate in units per second. Must be non-negative. 185 */ 186 inline void setBoostRate(float rate) 187 { OrxAssert(rate >= 0.0f, "The boost rate must be non-negative."); this->boostRate_ = rate; } 188 /** 189 @brief Set the duration for which boosting, if in cooldown, is not possible. 190 Cooldown is reached if all boost power is depleted. 191 @param duration The cooldown duration in seconds. Must be non-negative. 192 */ 193 inline void setBoostCooldownDuration(float duration) 194 { OrxAssert(duration >= 0.0f, "The boost cooldown duration must be non-negative."); this->boostCooldownDuration_ = duration; } 195 /** 196 @brief Set the frequency with which the camera shakes during boosting. 197 @param frequency The frequency in times per second. Must be non-negative. 198 */ 199 inline void setShakeFrequency(float frequency) 200 { OrxAssert(frequency >= 0.0f, "The shake frequency must be non-negative."); this->shakeFrequency_ = frequency; } 201 /** 202 @brief Set the amplitude with which the camera shakes during boosting. 203 @param amplitude The amplitude. Must be non-negative. 204 */ 205 inline void setShakeAmplitude(float amplitude) 206 { OrxAssert(amplitude >= 0.0f, "The shake amplitude must be non-negative."); this->shakeAmplitude_ = amplitude; } 207 208 /** 209 @brief Get the initial boost power. Is non-negative. 210 @return Returns the initial boost power. 211 */ 212 inline float getInitialBoostPower() const 213 { return this->initialBoostPower_; } 214 /** 215 @brief Get the current boost power. Is non-negative. 216 @return Returns the current boost power. 217 */ 90 218 inline float getBoostPower() const 91 219 { return this->boostPower_; } 92 inline float getInitialBoostPower() const 93 { return this->initialBoostPower_; } 94 95 inline bool isBoostCoolingDown() const 96 { return bBoostCooldown_; } 220 /** 221 @brief Get the boost power rate. 222 @return Returns the boost power rate in units per second. Is non-negative. 223 */ 224 inline float getBoostPowerRate() const 225 { return this->boostPowerRate_; } 226 /** 227 @brief Get the boost rate. 228 @return Returns the boost rate in units per second. Is non-negative. 229 */ 230 inline float getBoostRate() const 231 { return this->boostRate_; } 232 /** 233 @brief Get the cooldown duration. 234 @return Returns the cooldown duration in seconds. Is non-negative. 235 */ 236 inline float getBoostCooldownDuration() const 237 { return this->boostCooldownDuration_; } 238 /** 239 @brief Get the shake frequency. 240 @return Returns the shake frequency in times per seconds. Is non-negative. 241 */ 242 inline float getShakeFrequency() const 243 { return this->shakeFrequency_; } 244 /** 245 @brief Get the shake amplitude. 246 @return Returns the shake amplitude. Is non-negative. 247 */ 248 inline float getShakeAmplitude() const 249 { return this->shakeAmplitude_; } 97 250 98 251 protected: 99 virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const;100 252 bool bInvertYAxis_; 101 253 102 bool bBoost_; 103 bool bBoostCooldown_; 104 float boostPower_; 105 float initialBoostPower_; 106 float boostRate_; 107 float boostPowerRate_; 108 float boostCooldownDuration_; 109 float lift_; 110 float stallSpeed_; 111 Vector3 steering_; 112 float primaryThrust_; 113 float auxilaryThrust_; 114 float rotationThrust_; 115 btVector3 localLinearAcceleration_; 116 btVector3 localAngularAcceleration_; 117 118 float shakeFrequency_; 119 float shakeAmplitude_; 254 Vector3 steering_; //!< The direction and magnitude of the steering action given through user input. 255 256 float rotationThrust_; //!< Force with which the SpaceShip rotates. 257 btVector3 localAngularAcceleration_; //!< The acceleration that accounts for angular movement and is used internally. 258 259 bool bBoost_; //!< Whether the SpaceShip is currently boosting. 260 bool bBoostCooldown_; //!< Whether the SpaceShip is currently in boost cooldown, during which boosting is impossible. 261 float initialBoostPower_; //!< The initial (and maximal) boost power. 262 float boostPower_; //!< The current boost power. 263 float boostPowerRate_; //!< The rate at which the boost power is recharged. 264 float boostRate_; //!< The rate at which boost power is used up. 265 float boostCooldownDuration_; //!< The duration for which boost cooldown is in effect. 266 float shakeFrequency_; //!< The frequency of the shaking of the camera due to boosting. 267 float shakeAmplitude_; //!< The amplitude of the shaking of the camera due to boosting. 268 269 float lift_; //!< The amount of lift that is added. 270 float stallSpeed_; //!< The forward speed where no more lift is added. 120 271 121 272 private: 122 273 void registerVariables(); 123 274 virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const; 124 125 //All things booster 126 void changedEnableMotionBlur(); 127 void boostCooledDown(void); 275 276 void changedEnableMotionBlur(); // Is called when the enableMotionBlur config value has changed. 277 /** 278 @brief Callback function. Is called when the boost has cooled down. 279 */ 280 void boostCooledDown(void) 281 { this->bBoostCooldown_ = false; } 282 283 void shakeCamera(float dt); // Shake the camera for a given time interval. 284 void backupCamera(); // Save the original position and orientation of the camera. 285 void resetCamera(); // Reset the camera to its original position. 286 287 std::vector<Engine*> engineList_; //!< The list of all Engines mounted on this SpaceShip. 288 289 Timer timer_; //!< Timer for the cooldown duration. 290 float shakeDt_; //!< Temporary variable for the shaking of the camera. 291 Vector3 cameraOriginalPosition_; //!< The original position of the camera before shaking it. 292 Quaternion cameraOriginalOrientation_; //!< The original orientation of the camera before shaking it. 293 294 Shader* boostBlur_; //!< A radial blur shader, applied when boosting according to the amount of boosting. 295 float blurStrength_; //!< The strength of the applied blur. 296 bool bEnableMotionBlur_; //!< Whether motion blur is enabled or not. 128 297 129 void resetCamera();130 void backupCamera();131 void shakeCamera(float dt);132 133 Shader* boostBlur_;134 float blurStrength_;135 bool bEnableMotionBlur_;136 137 std::vector<Engine*> engineList_;138 int engineTicksNotDone; // Used for knowing when to reset temporary variables.139 Timer timer_;140 Vector3 cameraOriginalPosition_;141 Quaternion cameraOriginalOrientation_;142 143 float shakeDt_;144 298 }; 145 299 }
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