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/*
   game/ship.cc
   This file is part of the Osirion project and is distributed under 
   the terms and conditions of the GNU General Public License version 2 
*/

// project headers
#include "game/game.h"
#include "game/ship.h"
#include "math/mathlib.h"

// C++ headers
#include <iostream>

using math::degrees360f;
using math::degrees180f;

namespace game {

const float 		MIN_DELTA = 10e-10;

Ship::Ship(core::Player *owner, ShipModel *shipmodel) :
	core::EntityControlable(owner, ship_enttype)
{
	entity_modelname = "ships/" + shipmodel->modelname();
	entity_name = shipmodel->name() + ": <^B" + owner->name() + "^N>";
	entity_label = shipmodel->label();

	entity_moduletypeid = ship_enttype;

	current_target_direction = 0.0f;
	current_target_pitch = 0.0f;;
	current_target_roll = 0.0f;

	entity_color = owner->color();
	entity_color_second = owner->color_second();

	ship_shipmodel = shipmodel;
	ship_jumpdrive = shipmodel->shipmodel_jumpdrive;
}

Ship::~Ship() 
{

}

void Ship::frame(float seconds) 
{
	const float direction_change_speed = 2;
	float cosangle;		// cosine of an angle
	float angle;		// angle in radians	
	math::Vector3f n;	// normal of a plane

	// target axis
	math::Axis target_axis(entity_axis);

	// clamp input values
	math::clamp(target_thrust, 0.0f, 1.0f);
	math::clamp(target_pitch, -1.0f, 1.0f);
	math::clamp(target_roll, -1.0f, 1.0f);
	math::clamp(target_direction, -1.0f, 1.0f);

	// update thrust
	entity_thrust = target_thrust;


	if (autolevel() && Game::instance()->g_autolevel->value()) {
		n.assign(math::crossproduct(entity_axis.up(), math::Vector3f(0, 0, 1.0f)));
		if (!(n.length() < MIN_DELTA)) {
			cosangle = math::dotproduct(entity_axis.up(), math::Vector3f(0, 0, 1.0f));
			target_roll = acos(cosangle);
			math::clamp(target_roll, 0.0f, 1.0f);
			target_roll *= M_1_PI;
			target_roll *= math::sgnf(math::dotproduct(entity_axis.left(), math::Vector3f(0.0,  0.0f, 1.0f)));
		} else {
			target_roll = 0;
		}
	}

	if (current_target_roll < target_roll) {
		current_target_roll += direction_change_speed * seconds;
		if (current_target_roll > target_roll)
			current_target_roll = target_roll;
	} else if (current_target_roll > target_roll) {
		current_target_roll -= direction_change_speed * seconds;
		if (current_target_roll < target_roll)
			current_target_roll = target_roll;
	}
	math::clamp(current_target_roll, -1.0f, 1.0f);

	if (fabs(current_target_roll) > MIN_DELTA) {	
		float roll_offset = seconds * current_target_roll;
		entity_axis.change_roll(ship_shipmodel->turnspeed() * roll_offset);
	} else {
		current_target_roll = 0.0f;
	}

	// auto-leveling
	if (autolevel()  && Game::instance()->g_autolevel->value()) {
		n.assign(math::crossproduct(entity_axis.up(), math::Vector3f(0.0f, 0.0f, 1.0f)));
		if (!(n.length() < MIN_DELTA)) {
			cosangle = math::dotproduct(entity_axis.up(), math::Vector3f(0.0f, 0.0f, 1.0f));
			target_pitch = acos(cosangle);
			math::clamp(target_roll, 0.0f, 1.0f);
			target_pitch *= -math::sgnf(math::dotproduct(entity_axis.forward(), math::Vector3f(0.0,  0.0f, 1.0f)));
		} else {
			target_pitch = 0;
		}
	}

	// update target_axis direction	
	if (current_target_direction < target_direction) {
		current_target_direction += direction_change_speed * seconds;
		if (current_target_direction > target_direction) {
			current_target_direction = target_direction;
		}
	} else if (current_target_direction > target_direction) {
		current_target_direction -= direction_change_speed * seconds;
		if (current_target_direction < target_direction) {
			current_target_direction = target_direction;
		}
	}

	if (fabs(current_target_direction) > MIN_DELTA ) {
		math::clamp(current_target_direction, -1.0f, 1.0f);
		target_axis.change_direction(ship_shipmodel->turnspeed() * current_target_direction);
	} else {
		//current_target_direction = 0.0f;
	}

	if (current_target_pitch < target_pitch) {
		current_target_pitch += direction_change_speed * seconds;
		if (current_target_pitch > target_pitch)
			current_target_pitch = target_pitch;
	} else if (current_target_pitch > target_pitch) {
		current_target_pitch -= direction_change_speed * seconds;
		if (current_target_pitch < target_pitch)
			current_target_pitch = target_pitch;
	}
	
	if (fabs(current_target_pitch) > MIN_DELTA) {
		math::clamp(current_target_pitch, -1.0f, 1.0f);
		target_axis.change_pitch(ship_shipmodel->turnspeed() * current_target_pitch);
	} else {
		//current_target_pitch = 0.0f;
	}

	n.assign(math::crossproduct(entity_axis.forward(), target_axis.forward()));
	if (!(n.length() < MIN_DELTA)) {
		n.normalize();
		cosangle = math::dotproduct(entity_axis.forward(), target_axis.forward());
		angle = acos(cosangle) * seconds; // * 180.0f / M_PI;
		if (angle > MIN_DELTA)
			entity_axis.rotate(n, -angle);
	}

	// update speed
	if (entity_speed < entity_thrust * ship_shipmodel->maxspeed()) {
		entity_speed += ship_shipmodel->acceleration() * seconds;
		if (entity_speed > entity_thrust * ship_shipmodel->maxspeed()) {
			entity_speed = entity_thrust * ship_shipmodel->maxspeed();
		}
	} else if(entity_speed > entity_thrust * ship_shipmodel->maxspeed()) {
		entity_speed -= ship_shipmodel->acceleration() * seconds;
		if (entity_speed < 0.0f) entity_speed = 0.0f;
	}

	if (entity_speed != 0.0f) {
		entity_location += entity_axis.forward() * entity_speed * seconds;
		entity_dirty = true;
	} else if ((current_target_pitch != 0.0f) || (current_target_direction != 0.0f) || (current_target_roll != 0.0f)) {
		entity_dirty = true;
	}
}

} // namespace game