Changeset 9907 for code/branches/presentationHS13/src/modules
- Timestamp:
- Dec 16, 2013, 2:22:45 PM (11 years ago)
- Location:
- code/branches/presentationHS13
- Files:
-
- 6 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/presentationHS13
- Property svn:mergeinfo changed
/code/branches/spacestationentry (added) merged: 9699,9705,9708,9710,9713-9715,9745,9776,9789,9820,9857,9885-9886
- Property svn:mergeinfo changed
-
code/branches/presentationHS13/src/modules/docking/Dock.cc
r9667 r9907 69 69 XMLPortObject(Dock, DockingAnimation, "animations", addAnimation, getAnimation, xmlelement, mode); 70 70 XMLPortEventSink(Dock, BaseObject, "execute", execute, xmlelement, mode); 71 XMLPortEventSink(Dock, BaseObject, "undocking", undocking, xmlelement, mode); 72 71 73 } 72 74 … … 76 78 77 79 XMLPortEventSink(Dock, BaseObject, "execute", execute, xmlelement, mode); 78 } 80 81 XMLPortEventSink(Dock, BaseObject, "undocking", undocking, xmlelement, mode); 82 } 83 84 85 bool Dock::undocking(bool bTriggered, BaseObject* trigger) 86 { 87 88 PlayerTrigger* pTrigger = orxonox_cast<PlayerTrigger*>(trigger); 89 PlayerInfo* player = NULL; 90 91 // Check whether it is a player trigger and extract pawn from it 92 if(pTrigger != NULL) 93 { 94 if(!pTrigger->isForPlayer()) { // The PlayerTrigger is not exclusively for Pawns which means we cannot extract one. 95 orxout(verbose, context::docking) << "Docking:execute PlayerTrigger was not triggered by a player.." << endl; 96 return false; 97 } 98 player = pTrigger->getTriggeringPlayer(); 99 } 100 else 101 { 102 orxout(verbose, context::docking) << "Docking::execute Not a player trigger, can't extract pawn from it.." << endl; 103 return false; 104 } 105 if(player == NULL) 106 { 107 orxout(verbose, context::docking) << "Docking::execute Can't retrieve PlayerInfo from Trigger. (" << trigger->getIdentifier()->getName() << ")" << endl; 108 return false; 109 } 110 111 if(bTriggered) 112 { 113 // Add player to this Docks candidates 114 candidates_.insert(player); 115 116 // Show docking dialog 117 this->showUndockingDialogHelper(player); 118 } 119 else 120 { 121 // Remove player from candidates list 122 candidates_.erase(player); 123 } 124 125 return true; 126 } 127 128 79 129 80 130 bool Dock::execute(bool bTriggered, BaseObject* trigger) … … 119 169 return true; 120 170 } 171 172 173 void Dock::showUndockingDialogHelper(PlayerInfo* player) 174 { 175 assert(player); 176 177 if(!player->isHumanPlayer()) 178 return; 179 180 if(GameMode::isMaster()) 181 { 182 if(GameMode::showsGraphics()) 183 GUIManager::showGUI("UndockingDialog"); 184 } 185 else 186 callStaticNetworkFunction(Dock::showDockingDialog, player->getClientID()); 187 188 } 121 189 122 190 void Dock::showDockingDialogHelper(PlayerInfo* player) … … 177 245 if (animations_.empty()) 178 246 return dockingAnimationFinished(player); 247 179 248 else 180 249 DockingAnimation::invokeAnimation(true, player, animations_); -
code/branches/presentationHS13/src/modules/docking/Dock.h
r9667 r9907 62 62 // Trigger interface 63 63 bool execute(bool bTriggered, BaseObject* trigger); 64 bool undocking(bool bTriggered, BaseObject* trigger); 64 65 65 66 // XML interface … … 85 86 void dock() 86 87 { this->dock(HumanController::getLocalControllerSingleton()->getPlayer()); } 88 void undock() 89 { this->undock(HumanController::getLocalControllerSingleton()->getPlayer()); } 87 90 static unsigned int getNumberOfActiveDocks(); 88 91 static Dock* getActiveDockAtIndex(unsigned int index); … … 95 98 // Network functions 96 99 void showDockingDialogHelper(PlayerInfo* player); 100 void showUndockingDialogHelper(PlayerInfo* player); 97 101 static void showDockingDialog(); 98 102 -
code/branches/presentationHS13/src/modules/docking/MoveToDockingTarget.cc
r9667 r9907 66 66 { 67 67 //TODO: Investigate strange things... 68 68 //this->parent_->detach((WorldEntity*)player->getControllableEntity()); 69 69 70 //TODO: Check the issue with this detach call. 71 //I have removed the line because the detach call only caused a warning and terminated. And because I didn't find a attach call either. 72 //Didn't find the need for the line. 70 73 this->parent_->undockingAnimationFinished(player); 71 74 return true; -
code/branches/presentationHS13/src/modules/objects/ForceField.cc
r9667 r9907 45 45 /*static*/ const std::string ForceField::modeSphere_s = "sphere"; 46 46 /*static*/ const std::string ForceField::modeInvertedSphere_s = "invertedSphere"; 47 48 /*static*/ const std::string ForceField::modeHomogen_s = "homogen"; 49 47 50 /*static*/ const std::string ForceField::modeNewtonianGravity_s = "newtonianGravity"; 48 51 /*static*/ const float ForceField::gravConstant_ = 6.673e-11; 49 52 /*static*/ const float ForceField::attenFactor_ = 1; 53 50 54 51 55 /** … … 89 93 XMLPortParam(ForceField, "length", setLength , getLength , xmlelement, mode).defaultValues(2000); 90 94 XMLPortParam(ForceField, "mode", setMode, getMode, xmlelement, mode); 95 XMLPortParam(ForceField, "forcedirection", setForceDirection, getForceDirection, xmlelement, mode).defaultValues(Vector3(0,-400,0)); 91 96 } 92 97 … … 196 201 } 197 202 } 203 else if(this->mode_ == forceFieldMode::homogen) 204 { 205 // Iterate over all objects that could possibly be affected by the ForceField. 206 for (ObjectList<MobileEntity>::iterator it = ObjectList<MobileEntity>::begin(); it != ObjectList<MobileEntity>::end(); ++it) 207 { 208 Vector3 distanceVector = it->getWorldPosition() - this->getWorldPosition(); 209 float distance = distanceVector.length(); 210 if (distance < this->radius_ && distance > this->massRadius_) 211 { 212 // Add a Acceleration in forceDirection_. 213 // Vector3(0,0,0) is the direction, where the force should work. 214 it->addAcceleration(forceDirection_ , Vector3(0,0,0)); 215 } 216 } 217 } 198 218 } 199 219 … … 214 234 else if(mode == ForceField::modeNewtonianGravity_s) 215 235 this->mode_ = forceFieldMode::newtonianGravity; 236 237 else if(mode == ForceField::modeHomogen_s) 238 this->mode_ = forceFieldMode::homogen; 239 216 240 else 217 241 { … … 239 263 case forceFieldMode::newtonianGravity: 240 264 return ForceField::modeNewtonianGravity_s; 265 266 case forceFieldMode::homogen: 267 return ForceField::modeHomogen_s; 268 241 269 default: 242 270 return ForceField::modeTube_s; -
code/branches/presentationHS13/src/modules/objects/ForceField.h
r9667 r9907 1 1 2 /* 2 3 * ORXONOX - the hottest 3D action shooter ever to exist … … 57 58 sphere, //!< The ForceField has a spherical shape. 58 59 invertedSphere, //!< The ForceField has a spherical shape but "inverted" behavior. 59 newtonianGravity //!< The ForceField imitates Newtonian gravitation for use in stellar bodies. 60 newtonianGravity, //!< The ForceField imitates Newtonian gravitation for use in stellar bodies. 61 homogen //!< Local homogenous Force field with changeable direction for the Space Station 60 62 }; 61 63 } … … 66 68 67 69 The following parameters can be set to specify the behavior of the ForceField. 70 - @b forcedirection The direction and the strength of the homogenous force field. Default is 0,-400,0. 68 71 - @b velocity The amount of force the ForceField excerts. Default is 100. 69 72 - @b diameter The diameter of the ForceField. Default is 500. … … 147 150 { return this->halfLength_*2; } 148 151 152 inline void setForceDirection(Vector3 forcedir) 153 { this->forceDirection_ = forcedir; } 154 155 inline Vector3 getForceDirection() 156 { return this->forceDirection_; } 157 158 149 159 void setMode(const std::string& mode); //!< Set the mode of the ForceField. 150 160 const std::string& getMode(void); //!< Get the mode of the ForceField. … … 156 166 static const std::string modeInvertedSphere_s; 157 167 static const std::string modeNewtonianGravity_s; 168 169 static const std::string modeHomogen_s; 158 170 159 171 float velocity_; //!< The velocity of the ForceField. … … 167 179 //! Attenuation factor for Newtonian ForceFields 168 180 static const float attenFactor_; 181 Vector3 forceDirection_; 169 182 }; 170 183 }
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