Esempio n. 1
0
void Ship::AIAccelToModelRelativeVelocity(const vector3d v)
{
	vector3d difVel = v - GetVelocity() * GetOrient();		// required change in velocity
	vector3d maxThrust = GetMaxThrust(difVel);
	vector3d maxFrameAccel = maxThrust * (Pi::game->GetTimeStep() / GetMass());

	SetThrusterState(0, difVel.x / maxFrameAccel.x);
	SetThrusterState(1, difVel.y / maxFrameAccel.y);
	SetThrusterState(2, difVel.z / maxFrameAccel.z);	// use clamping
}
Esempio n. 2
0
void Ship::Blastoff()
{
	if (m_flightState != LANDED) return;

	ClearThrusterState();
	m_flightState = FLYING;
	m_testLanded = false;
	m_dockedWith = 0;
	m_launchLockTimeout = 2.0; // two second of applying thrusters
	
	vector3d up = GetPosition().Normalized();
	Enable();
	assert(GetFrame()->m_astroBody->IsType(Object::PLANET));
	const double planetRadius = 2.0 + static_cast<Planet*>(GetFrame()->m_astroBody)->GetTerrainHeight(up);
	SetVelocity(vector3d(0, 0, 0));
	SetAngVelocity(vector3d(0, 0, 0));
	SetForce(vector3d(0, 0, 0));
	SetTorque(vector3d(0, 0, 0));
	
	Aabb aabb;
	GetAabb(aabb);
	// XXX hm. we need to be able to get sbre aabb
	SetPosition(up*planetRadius - aabb.min.y*up);
	SetThrusterState(1, 1.0);		// thrust upwards

	Pi::luaOnShipTakeOff->Queue(this, GetFrame()->m_astroBody);
}
Esempio n. 3
0
void Ship::AIAccelToModelRelativeVelocity(const vector3d v)
{
	// OK. For rotating frames linked to space stations we want to set
	// speed relative to non-rotating frame (so we apply Frame::GetStasisVelocityAtPosition.
	// For rotating frames linked to planets we want to set velocity relative to
	// surface, so we do not apply Frame::GetStasisVelocityAtPosition
	vector3d relVel = GetVelocity();
	if (GetFrame()->IsStationRotFrame()) {
		relVel -= GetFrame()->GetStasisVelocityAtPosition(GetPosition());
	}
	matrix4x4d m; GetRotMatrix(m);
	vector3d difVel = v - (relVel * m);		// required change in velocity

	vector3d maxThrust = GetMaxThrust(difVel);
	vector3d maxFrameAccel = maxThrust * Pi::GetTimeStep() / GetMass();

	SetThrusterState(0, difVel.x / maxFrameAccel.x);
	SetThrusterState(1, difVel.y / maxFrameAccel.y);
	SetThrusterState(2, difVel.z / maxFrameAccel.z);	// use clamping
}
Esempio n. 4
0
// diffvel is required change in velocity in object space
// returns true if this can be done in a single timestep
bool Ship::AIChangeVelBy(const vector3d &diffvel)
{
	// counter external forces
	vector3d extf = GetExternalForce() * (Pi::game->GetTimeStep() / GetMass());
	vector3d diffvel2 = diffvel - extf * GetOrient();

	vector3d maxThrust = GetMaxThrust(diffvel2);
	vector3d maxFrameAccel = maxThrust * (Pi::game->GetTimeStep() / GetMass());
	vector3d thrust(diffvel2.x / maxFrameAccel.x,
					diffvel2.y / maxFrameAccel.y,
					diffvel2.z / maxFrameAccel.z);
	SetThrusterState(thrust);			// use clamping
	if (thrust.x*thrust.x > 1.0 || thrust.y*thrust.y > 1.0 || thrust.z*thrust.z > 1.0) return false;
	return true;
}
Esempio n. 5
0
void Ship::Blastoff()
{
	if (m_flightState != LANDED) return;

	vector3d up = GetPosition().Normalized();
	assert(GetFrame()->GetBody()->IsType(Object::PLANET));
	const double planetRadius = 2.0 + static_cast<Planet*>(GetFrame()->GetBody())->GetTerrainHeight(up);
	SetVelocity(vector3d(0, 0, 0));
	SetAngVelocity(vector3d(0, 0, 0));
	SetFlightState(FLYING);

	SetPosition(up*planetRadius - GetAabb().min.y*up);
	SetThrusterState(1, 1.0);		// thrust upwards

	LuaEvent::Queue("onShipTakeOff", this, GetFrame()->GetBody());
}
Esempio n. 6
0
// diffvel is required change in velocity in object space
// returns true if this can be done in a single timestep
bool Ship::AIChangeVelBy(const vector3d &diffvel)
{
	// counter external forces unless we're in an orbital station rotating frame
	matrix4x4d rot; GetRotMatrix(rot);
	vector3d diffvel2 = GetExternalForce() * Pi::GetTimeStep() / GetMass();
	if (GetFrame()->IsStationRotFrame()) diffvel2 = diffvel;
	else diffvel2 = diffvel - diffvel2 * rot;

	vector3d maxThrust = GetMaxThrust(diffvel2);
	vector3d maxFrameAccel = maxThrust * Pi::GetTimeStep() / GetMass();
	vector3d thrust(diffvel2.x / maxFrameAccel.x,
					diffvel2.y / maxFrameAccel.y,
					diffvel2.z / maxFrameAccel.z);
	SetThrusterState(thrust);			// use clamping
	if (thrust.x*thrust.x > 1.0 || thrust.y*thrust.y > 1.0 || thrust.z*thrust.z > 1.0) return false;
	return true;
}
Esempio n. 7
0
void Player::PollControls(const float timeStep)
{
	static bool stickySpeedKey = false;

	if (Pi::game->GetTimeAccel() == Game::TIMEACCEL_PAUSED || Pi::player->IsDead() || GetFlightState() != FLYING)
		return;

	// if flying 
	{
		ClearThrusterState();
		SetGunState(0,0);
		SetGunState(1,0);

		vector3d wantAngVel(0.0);
		double angThrustSoftness = 50.0;

		// have to use this function. SDL mouse position event is bugged in windows
		int mouseMotion[2];
		SDL_GetRelativeMouseState (mouseMotion+0, mouseMotion+1);	// call to flush
		if (Pi::MouseButtonState(SDL_BUTTON_RIGHT))
		{
			matrix4x4d rot; GetRotMatrix(rot);
			if (!m_mouseActive) {
				m_mouseDir = vector3d(-rot[8],-rot[9],-rot[10]);	// in world space
				m_mouseX = m_mouseY = 0;
				m_mouseActive = true;
			}
			vector3d objDir = m_mouseDir * rot;

			const double radiansPerPixel = 0.002;

			m_mouseX += mouseMotion[0] * radiansPerPixel;
			double modx = clipmouse(objDir.x, m_mouseX);			
			m_mouseX -= modx;

			const bool invertY = (Pi::IsMouseYInvert() ? !m_invertMouse : m_invertMouse);

			m_mouseY += mouseMotion[1] * radiansPerPixel * (invertY ? -1 : 1);
			double mody = clipmouse(objDir.y, m_mouseY);
			m_mouseY -= mody;

			if(!float_is_zero_general(modx) || !float_is_zero_general(mody)) {
				matrix4x4d mrot = matrix4x4d::RotateYMatrix(modx); mrot.RotateX(mody);
				m_mouseDir = (rot * (mrot * objDir)).Normalized();
			}
		}
		else m_mouseActive = false;

		// disable all keyboard controls while the console is active
		if (!Pi::IsConsoleActive()) {
			if (m_flightControlState == CONTROL_FIXSPEED) {
				double oldSpeed = m_setSpeed;
				if (stickySpeedKey) {
					if (!(KeyBindings::increaseSpeed.IsActive() || KeyBindings::decreaseSpeed.IsActive())) {
						stickySpeedKey = false;
					}
				}
				
				if (!stickySpeedKey) {
					if (KeyBindings::increaseSpeed.IsActive())
						m_setSpeed += std::max(fabs(m_setSpeed)*0.05, 1.0);
					if (KeyBindings::decreaseSpeed.IsActive())
						m_setSpeed -= std::max(fabs(m_setSpeed)*0.05, 1.0);
					if ( ((oldSpeed < 0.0) && (m_setSpeed >= 0.0)) ||
						 ((oldSpeed > 0.0) && (m_setSpeed <= 0.0)) ) {
						// flipped from going forward to backwards. make the speed 'stick' at zero
						// until the player lets go of the key and presses it again
						stickySpeedKey = true;
						m_setSpeed = 0;
					}
				}
			}

			if (KeyBindings::thrustForward.IsActive()) SetThrusterState(2, -1.0);
			if (KeyBindings::thrustBackwards.IsActive()) SetThrusterState(2, 1.0);
			if (KeyBindings::thrustUp.IsActive()) SetThrusterState(1, 1.0);
			if (KeyBindings::thrustDown.IsActive()) SetThrusterState(1, -1.0);
			if (KeyBindings::thrustLeft.IsActive()) SetThrusterState(0, -1.0);
			if (KeyBindings::thrustRight.IsActive()) SetThrusterState(0, 1.0);

			if (KeyBindings::fireLaser.IsActive() || (Pi::MouseButtonState(SDL_BUTTON_LEFT) && Pi::MouseButtonState(SDL_BUTTON_RIGHT))) {
					SetGunState(Pi::worldView->GetActiveWeapon(), 1);
			}

			if (KeyBindings::yawLeft.IsActive()) wantAngVel.y += 1.0;
			if (KeyBindings::yawRight.IsActive()) wantAngVel.y += -1.0;
			if (KeyBindings::pitchDown.IsActive()) wantAngVel.x += -1.0;
			if (KeyBindings::pitchUp.IsActive()) wantAngVel.x += 1.0;
			if (KeyBindings::rollLeft.IsActive()) wantAngVel.z += 1.0;
			if (KeyBindings::rollRight.IsActive()) wantAngVel.z -= 1.0;

			if (KeyBindings::fastRotate.IsActive())
				angThrustSoftness = 10.0;
		}

		vector3d changeVec;
		changeVec.x = KeyBindings::pitchAxis.GetValue();
		changeVec.y = KeyBindings::yawAxis.GetValue();
		changeVec.z = KeyBindings::rollAxis.GetValue();

		// Deadzone
		if(changeVec.LengthSqr() < m_joystickDeadzone)
			changeVec = vector3d(0.0);

		changeVec *= 2.0;
		wantAngVel += changeVec;

		double invTimeAccelRate = 1.0 / Pi::game->GetTimeAccelRate();
		for (int axis=0; axis<3; axis++)
			wantAngVel[axis] = Clamp(wantAngVel[axis], -invTimeAccelRate, invTimeAccelRate);
		
		if (m_mouseActive) AIFaceDirection(m_mouseDir);
		else AIModelCoordsMatchAngVel(wantAngVel, angThrustSoftness);
	}
}
Esempio n. 8
0
void Player::PollControls(const float timeStep)
{
	double time_accel = Pi::GetTimeAccel();
	double invTimeAccel = 1.0 / time_accel;
	static bool stickySpeedKey = false;

	if ((time_accel == 0) || GetDockedWith() || Pi::player->IsDead() ||
	    (GetFlightState() != FLYING)) {
		return;
	}

	// if flying 
	{
		ClearThrusterState();
		
		vector3d wantAngVel(0.0);

		// have to use this function. SDL mouse position event is bugged in windows
		int mouseMotion[2];
		SDL_GetRelativeMouseState (mouseMotion+0, mouseMotion+1);	// call to flush
		if (Pi::MouseButtonState(3))
		{
			matrix4x4d rot; GetRotMatrix(rot);
			if (!m_mouseActive) {
				m_mouseDir = vector3d(-rot[8],-rot[9],-rot[10]);	// in world space
				m_mouseX = m_mouseY = 0;
				m_mouseActive = true;
			}
			vector3d objDir = m_mouseDir * rot;

			m_mouseX += mouseMotion[0] * 0.002;
			double modx = clipmouse(objDir.x, m_mouseX);			
			m_mouseX -= modx;

			m_mouseY += mouseMotion[1] * 0.002;		// factor pixels => radians
			double mody = clipmouse(objDir.y, m_mouseY);
			m_mouseY -= mody;

			if(modx != 0.0 || mody != 0.0) {
				matrix4x4d mrot = matrix4x4d::RotateYMatrix(modx); mrot.RotateX(mody);
				m_mouseDir = (rot * (mrot * objDir)).Normalized();
			}
		}
		else m_mouseActive = false;
		
	
		if (m_flightControlState == CONTROL_FIXSPEED) {
			double oldSpeed = m_setSpeed;
			if (stickySpeedKey) {
				if (!(KeyBindings::increaseSpeed.IsActive() || KeyBindings::decreaseSpeed.IsActive())) {
					stickySpeedKey = false;
				}
			}
			
			if (!stickySpeedKey) {
				if (KeyBindings::increaseSpeed.IsActive()) m_setSpeed += std::max(m_setSpeed*0.05, 1.0);
				if (KeyBindings::decreaseSpeed.IsActive()) m_setSpeed -= std::max(m_setSpeed*0.05, 1.0);
				if ( ((oldSpeed < 0.0) && (m_setSpeed >= 0.0)) ||
				     ((oldSpeed > 0.0) && (m_setSpeed <= 0.0)) ) {
					// flipped from going forward to backwards. make the speed 'stick' at zero
					// until the player lets go of the key and presses it again
					stickySpeedKey = true;
					m_setSpeed = 0;
				}
			}
		}

		if (KeyBindings::thrustForward.IsActive()) SetThrusterState(2, -1.0);
		if (KeyBindings::thrustBackwards.IsActive()) SetThrusterState(2, 1.0);
		if (KeyBindings::thrustUp.IsActive()) SetThrusterState(1, 1.0);
		if (KeyBindings::thrustDown.IsActive()) SetThrusterState(1, -1.0);
		if (KeyBindings::thrustLeft.IsActive()) SetThrusterState(0, -1.0);
		if (KeyBindings::thrustRight.IsActive()) SetThrusterState(0, 1.0);
		
		SetGunState(0,0);
		SetGunState(1,0);
		if (KeyBindings::fireLaser.IsActive() || (Pi::MouseButtonState(1) && Pi::MouseButtonState(3))) {
				SetGunState(Pi::worldView->GetActiveWeapon(), 1);
		}

		if (KeyBindings::yawLeft.IsActive()) wantAngVel.y += 1.0;
		if (KeyBindings::yawRight.IsActive()) wantAngVel.y += -1.0;
		if (KeyBindings::pitchDown.IsActive()) wantAngVel.x += -1.0;
		if (KeyBindings::pitchUp.IsActive()) wantAngVel.x += 1.0;
		if (KeyBindings::rollLeft.IsActive()) wantAngVel.z += 1.0;
		if (KeyBindings::rollRight.IsActive()) wantAngVel.z -= 1.0;

		wantAngVel.x += 2 * KeyBindings::pitchAxis.GetValue();
		wantAngVel.y += 2 * KeyBindings::yawAxis.GetValue();
		wantAngVel.z += 2 * KeyBindings::rollAxis.GetValue();

		for (int axis=0; axis<3; axis++)
			wantAngVel[axis] = Clamp(wantAngVel[axis], -invTimeAccel, invTimeAccel);

//		matrix4x4d rot; GetRotMatrix(rot);
		const double angThrustSoftness = KeyBindings::fastRotate.IsActive() ? 10.0 : 50.0;
		
		if (m_mouseActive) AIFaceDirection(m_mouseDir);
		else AIModelCoordsMatchAngVel(wantAngVel, angThrustSoftness);
	}
}