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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
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