1 | #include "dxstdafx.h"
|
---|
2 | #include ".\player.h"
|
---|
3 | #include "Terrain.h"
|
---|
4 | #include "GameManager.h"
|
---|
5 | #include "GameScene.h"
|
---|
6 | #include "ParticleGroup.h"
|
---|
7 | #include "ParticleEmitter.h"
|
---|
8 | #include "SimpleBullet.h"
|
---|
9 | #include "Sprite.h"
|
---|
10 | #include <exception>
|
---|
11 |
|
---|
12 | #define FL 0
|
---|
13 | #define FR 1
|
---|
14 | #define RL 2
|
---|
15 | #define RR 3
|
---|
16 |
|
---|
17 | #define M_PI 3.1415
|
---|
18 |
|
---|
19 | //static NxDistanceJoint* distanceJoint = NULL;
|
---|
20 |
|
---|
21 | Player::Player(void) : Node() {
|
---|
22 |
|
---|
23 | counter= 0;
|
---|
24 | this->activeWeapon = NULL;
|
---|
25 | this->playerPlayerCol = false;
|
---|
26 | this->gotHit = false;
|
---|
27 | this->health = 100;
|
---|
28 | this->iHealth = this->health;
|
---|
29 | this->pe=NULL;
|
---|
30 | for(int i=0;i<10;i++) {
|
---|
31 | this->weaponList[i] = NULL;
|
---|
32 | this->munition[i] = 0;
|
---|
33 | }
|
---|
34 | this->springCounter = 0;
|
---|
35 | this->upperSpringActor = NULL;
|
---|
36 | this->upperJoint = NULL;
|
---|
37 | this->rauchEmitter = NULL;
|
---|
38 | this->team = 0;
|
---|
39 | this->setAvatareFileName("./media/models/wurm.x");
|
---|
40 | this->fireHitCount = 0;
|
---|
41 | this->sleepCounter = 0;
|
---|
42 | }
|
---|
43 |
|
---|
44 | Player::~Player(void)
|
---|
45 | {
|
---|
46 | }
|
---|
47 |
|
---|
48 | void Player::initPlayer(float _x, float _y, float _z) {
|
---|
49 | //Setup Engine
|
---|
50 | this->sleepCounter = 0;
|
---|
51 | this->engineForce = 0;
|
---|
52 | this->maxEngineForce = 6000;
|
---|
53 | this->deltaEngineForce = 4000;
|
---|
54 | this->Cdrag = 0.1257f*15.0f;
|
---|
55 | this->Crr = 0.0001f*20.0f;
|
---|
56 | this->Cdaempfung = 0.0012f;
|
---|
57 | this->Croll = 0.2f;
|
---|
58 | this->Clateral = 0.6f;
|
---|
59 | this->Cschale = 10;
|
---|
60 | this->Crotschale = 5;
|
---|
61 | this->CimpactRot = 0.00003f;
|
---|
62 | this->CrotBeschleunigung = 0.001f;
|
---|
63 | this->vMax = 300;
|
---|
64 | this->desiredFlyingDownForce = 350;
|
---|
65 | this->fireHitCount = 0;
|
---|
66 | this->iceHitCount = 0;
|
---|
67 |
|
---|
68 | this->currentRotSchale = 0;
|
---|
69 |
|
---|
70 | maxBreakForce = 5000;
|
---|
71 | breakForce = 0;
|
---|
72 | deltaBreakForce = 2000;
|
---|
73 |
|
---|
74 | //Steering setup
|
---|
75 | this->maxSteering = 20*D3DX_PI/180;
|
---|
76 | this->steering = 0;
|
---|
77 | this->steeringFactor = 10;
|
---|
78 |
|
---|
79 | this->vHeading = 0;
|
---|
80 |
|
---|
81 | //Physik
|
---|
82 | this->vLength = 0;
|
---|
83 | heading.x = 0; heading.y = 0; heading.z = 1;
|
---|
84 | direction.x = 0; direction.y = 0; direction.z = 1;
|
---|
85 | cFront = 1.2f;
|
---|
86 | cRear = 1.2f;
|
---|
87 | cSide = 1.2f;
|
---|
88 | cHeight = 0.6f;
|
---|
89 | rfDistance = cFront+cRear;
|
---|
90 | this->cR_D = this->cRear/this->rfDistance;
|
---|
91 | this->cF_D = this->cFront/this->rfDistance;
|
---|
92 | this->cH_D = this->cHeight/this->rfDistance;
|
---|
93 |
|
---|
94 | vehicleMass = 10;
|
---|
95 | tMoment = vehicleMass;
|
---|
96 | wheelMass = 5;
|
---|
97 | wheelRadius = 0.5;
|
---|
98 | springL = 1.0f;
|
---|
99 | springK = 1000;
|
---|
100 |
|
---|
101 | //Ageia Physic
|
---|
102 | this->s.x = _x; this->s.y = _y; this->s.z = _z;
|
---|
103 | this->setPosition(s.x, s.y, s.z);
|
---|
104 | NxSphereShapeDesc sphereDesc;
|
---|
105 | sphereDesc.localPose.t = NxVec3(0, 1, 0);
|
---|
106 | sphereDesc.radius = 2;
|
---|
107 |
|
---|
108 | this->pActorDesc.density = 0;
|
---|
109 | this->pBodyDesc.mass = this->vehicleMass;
|
---|
110 | this->pActorDesc.shapes.pushBack(&sphereDesc);
|
---|
111 |
|
---|
112 | this->triggerSphereDesc.radius = 2.1f;
|
---|
113 | this->triggerSphereDesc.shapeFlags = NX_TRIGGER_ON_ENTER | NX_TRIGGER_ON_LEAVE | NX_SF_DISABLE_RAYCASTING;
|
---|
114 | this->pActorDesc.shapes.pushBack(&this->triggerSphereDesc);
|
---|
115 |
|
---|
116 | this->setBehaveAs(Node::RIGIDBODY);
|
---|
117 | this->setColDetGroup(UserContactReport::COLGROUP_PLAYER);
|
---|
118 | this->pActor->setAngularDamping(1);
|
---|
119 |
|
---|
120 | NxShape* const* shapes = this->pActor->getShapes();
|
---|
121 | int nbShapes = this->pActor->getNbShapes();
|
---|
122 |
|
---|
123 | for(int i=0;i<nbShapes;i++) {
|
---|
124 | if(shapes[i]->isSphere() && ((NxSphereShape*)shapes[i])->getRadius()==1) {
|
---|
125 | this->sphere = (NxSphereShape*)shapes[i];
|
---|
126 | }
|
---|
127 | }
|
---|
128 |
|
---|
129 | //Physic spring
|
---|
130 | this->springDistance = 20;
|
---|
131 | this->upperDelta = 0;
|
---|
132 | this->springBias = 1.2f;
|
---|
133 | this->upperSpringActor = this->createDistanceJoint(Vector(_x, _y+this->springDistance-this->upperDelta, _z), false);
|
---|
134 |
|
---|
135 | //Setup Geometry
|
---|
136 | this->schale = (Object3d *) this->myScene->createNode(this->myScene->NODE_OBJECT3D, *this, true);
|
---|
137 | this->schale->loadMeshFromFile("./media/models/nussschale.x");
|
---|
138 |
|
---|
139 | this->wurm = (Object3d *) this->myScene->createNode(this->myScene->NODE_OBJECT3D, *this->schale, true);
|
---|
140 | this->wurm->loadMeshFromFile(this->avatar);
|
---|
141 |
|
---|
142 | for(int i=0;i<4;i++) {
|
---|
143 | this->wheel[i] = (Object3d *) this->myScene->createNode(this->myScene->NODE_OBJECT3D, true);
|
---|
144 | this->wheel[i]->loadMeshFromFile("./media/models/wheel15.x");
|
---|
145 | }
|
---|
146 | this->wheel[FL]->setPosition(cSide+_x, 0+_y, cFront+_z);
|
---|
147 | this->wheel[FR]->setPosition(-cSide+_x, 0+_y, cFront+_z);
|
---|
148 |
|
---|
149 | this->wheel[RL]->setPosition(cSide+_x, 0+_y, -cRear+_z);
|
---|
150 | this->wheel[RR]->setPosition(-cSide+_x, 0+_y, -cRear+_z);
|
---|
151 |
|
---|
152 | this->schale->setPosition(0, springL, 0);
|
---|
153 | schaleAlpha = 0;
|
---|
154 | schaleHoehe = 0;
|
---|
155 |
|
---|
156 | this->wheelAngle = 0;
|
---|
157 | this->w.setXYZ(0, 0, 0);
|
---|
158 | this->p = 0;
|
---|
159 |
|
---|
160 | ixSchale = 0;
|
---|
161 | iySchale = 0;
|
---|
162 | izSchale = 0;
|
---|
163 | iaSchale = 0;
|
---|
164 | ibSchale = 0;
|
---|
165 | igSchale = 0;
|
---|
166 | daSchale = 0;
|
---|
167 | dbSchale = 0;
|
---|
168 | dgSchale = 0;
|
---|
169 | this->resetValues();
|
---|
170 |
|
---|
171 | //Create motor sound
|
---|
172 | this->motor = (SoundNode *) this->myScene->createNode(this->myScene->NODE_SOUND, *this->schale, false);
|
---|
173 | if(!this->motor->loadFile("./media/sound/fan_blade_idle_loop1.wav", true)) {
|
---|
174 | this->myScene->manager->printToConsole("Loading motor sound failed!");
|
---|
175 | } else {
|
---|
176 | this->motor->play();
|
---|
177 | this->motor->setVolume(0);
|
---|
178 | }
|
---|
179 |
|
---|
180 | //Create nooooo Sounds
|
---|
181 | hitSounds[0] = "./media/sound/screams/no1.mp3";
|
---|
182 | hitSounds[1] = "./media/sound/screams/no2.mp3";
|
---|
183 | hitSounds[2] = "./media/sound/screams/no3.mp3";
|
---|
184 | for(int i=0;i<3;i++) {
|
---|
185 | this->noSounds[i] = (SoundNode *) this->myScene->createNode(this->myScene->NODE_SOUND, *this->schale, false);
|
---|
186 | if(!this->noSounds[i]->loadFile(this->hitSounds[i], false)) {
|
---|
187 | this->myScene->manager->printToConsole("Loading scream sound failed!");
|
---|
188 | } else {
|
---|
189 | //this->noSounds[i]->play();
|
---|
190 | this->noSounds[i]->setKillSoundNodeAfterPlayed(false);
|
---|
191 | this->noSounds[i]->setVolume(255);
|
---|
192 | }
|
---|
193 | }
|
---|
194 | srand((UINT)time(NULL));
|
---|
195 |
|
---|
196 |
|
---|
197 | this->gotHit = false;
|
---|
198 |
|
---|
199 | ParticleGroup* pg = (ParticleGroup*) this->myScene->createNode(Scene::NODE_PARTICLEGROUP, false);
|
---|
200 | this->rauchEmitter = (ParticleEmitter*) this->myScene->createNode(Scene::NODE_PARTICLEEMITTER, *this->schale);
|
---|
201 | pg->addParticleEmitter(this->myScene->getSmartPointer(this->rauchEmitter));
|
---|
202 | pg->useGravity(false);
|
---|
203 | this->rauchEmitter->setDimensions(1,1,1);
|
---|
204 | this->rauchEmitter->setEMBirthRate(20);
|
---|
205 | this->rauchEmitter->setEMEmissionDuration(2);
|
---|
206 | this->rauchEmitter->setEMParticleLifeTime(2);
|
---|
207 | this->rauchEmitter->setEMParticleVelocity(0);
|
---|
208 | this->rauchEmitter->setPosition(0, 0, 0);
|
---|
209 | this->rauchEmitter->setRotation(-D3DX_PI/2, 0, 0);
|
---|
210 | this->rauchEmitter->setDeleteMeAfterEmission(false);
|
---|
211 | this->rauchEmitter->setColDetGroup(UserContactReport::COLGROUP_NOCOL);
|
---|
212 | this->rauchEmitter->setStandBy(true);
|
---|
213 |
|
---|
214 | Sprite *rauch;
|
---|
215 | rauch = (Sprite*) this->myScene->createNode(Scene::NODE_SPRITE);
|
---|
216 | rauch->setDimension(3, 3);
|
---|
217 | rauch->setTexture("./media/textures/explosion.png");
|
---|
218 | rauch->setFPS(64);
|
---|
219 | rauch->setTimeToLive(1);
|
---|
220 | rauch->setRowColumnCount(8, 8);
|
---|
221 | rauch->setFrameCount(64);
|
---|
222 | rauch->setLoopAnimation(true);
|
---|
223 | rauch->setLookAtCamera(true);
|
---|
224 | rauch->setAlpha(0.5f);
|
---|
225 | rauch->setPosition(this->getAbsolutePosition());
|
---|
226 | rauch->generatePhysicMesh();
|
---|
227 | rauch->setBehaveAs(Node::RIGIDBODY);
|
---|
228 | rauch->setColDetGroup(UserContactReport::COLGROUP_NOCOL);
|
---|
229 | this->rauchEmitter->addRefNode(*rauch);
|
---|
230 |
|
---|
231 | ParticleGroup* winPg = (ParticleGroup*) this->myScene->createNode(Scene::NODE_PARTICLEGROUP, false);
|
---|
232 | this->winPe = (ParticleEmitter*) this->myScene->createNode(Scene::NODE_PARTICLEEMITTER, *this->schale);
|
---|
233 | winPg->addParticleEmitter(this->myScene->getSmartPointer(this->winPe));
|
---|
234 | winPg->useGravity(true);
|
---|
235 | this->winPe->setDimensions(1,1,1);
|
---|
236 | this->winPe->setEMBirthRate(10);
|
---|
237 | //this->winPe->setEMEmissionDuration(5);
|
---|
238 | this->winPe->setEMEmissionDuration(10); // MG
|
---|
239 | this->winPe->setEMParticleLifeTime(5);
|
---|
240 | this->winPe->setEMParticleVelocity(15);
|
---|
241 | this->winPe->setPosition(0, 10, 0);
|
---|
242 | this->winPe->setRotation(D3DX_PI/2, 0, 0);
|
---|
243 | this->winPe->setEMRotationalDegree(500, 500, 500);
|
---|
244 | this->winPe->setEMHorizontalDegree(1.5f);
|
---|
245 | this->winPe->setEMVerticalDegree(1.5f);
|
---|
246 | this->winPe->setDeleteMeAfterEmission(false);
|
---|
247 | this->winPe->setColDetGroup(UserContactReport::COLGROUP_OTHER);
|
---|
248 | this->winPe->setStandBy(true);
|
---|
249 |
|
---|
250 | Object3d *cube;
|
---|
251 | cube = (Object3d*) this->myScene->createNode(Scene::NODE_OBJECT3D);
|
---|
252 | cube->loadMeshFromFile("./media/models/gtpcube.x");
|
---|
253 | cube->generatePhysicMesh(Object3d::COL_CONVEX);
|
---|
254 | cube->setBehaveAs(Node::RIGIDBODY);
|
---|
255 | cube->setColDetGroup(UserContactReport::COLGROUP_OBSTACLE);
|
---|
256 | cube->setSoftKill(true, 1);
|
---|
257 |
|
---|
258 | this->winPe->addRefNode(*cube);
|
---|
259 |
|
---|
260 | /*Sprite *rauch;
|
---|
261 | rauch = (Sprite*) this->myScene->createNode(Scene::NODE_SPRITE);
|
---|
262 | rauch->setDimension(3, 3);
|
---|
263 | rauch->setTexture("./media/textures/explosion.png");
|
---|
264 | rauch->setFPS(64);
|
---|
265 | rauch->setTimeToLive(1);
|
---|
266 | rauch->setRowColumnCount(8, 8);
|
---|
267 | rauch->setFrameCount(64);
|
---|
268 | rauch->setLoopAnimation(true);
|
---|
269 | rauch->setLookAtCamera(true);
|
---|
270 | rauch->setAlpha(0.5f);
|
---|
271 | rauch->setPosition(this->getAbsolutePosition());
|
---|
272 | rauch->generatePhysicMesh();
|
---|
273 | rauch->setBehaveAs(Node::RIGIDBODY);
|
---|
274 | rauch->setColDetGroup(UserContactReport::COLGROUP_NOCOL);
|
---|
275 | this->rauchEmitter->addRefNode(*rauch);*/
|
---|
276 | }
|
---|
277 |
|
---|
278 | void Player::setPlayerHit(Vector position, Bullet &bullet) {
|
---|
279 | //Joints deaktivieren
|
---|
280 | if(this->upperJoint) {
|
---|
281 | this->myScene->pScene->releaseJoint(*this->upperJoint);
|
---|
282 | this->upperJoint = NULL;
|
---|
283 | }
|
---|
284 |
|
---|
285 | //ZufallsSound abspielen
|
---|
286 | int sndId = (int)((((float) rand()/RAND_MAX)+0.5)*5);
|
---|
287 | if(sndId<3) {
|
---|
288 | this->noSounds[sndId]->play();
|
---|
289 | }
|
---|
290 |
|
---|
291 | //TraceRays auf best. länge reduzieren
|
---|
292 | //Impuls an player anlegen
|
---|
293 | this->gotHit = true;
|
---|
294 | this->engineForce*=0.5;
|
---|
295 | Vector forceDir;
|
---|
296 | forceDir = bullet.getDirection();
|
---|
297 | forceDir.y = 1;
|
---|
298 | forceDir.normalize();
|
---|
299 | forceDir = forceDir*bullet.getImpactForce()*120;
|
---|
300 | this->pActor->setAngularDamping(0);
|
---|
301 | this->pActor->addForceAtPos(forceDir.getNxVector(), bullet.getAbsolutePosition().getNxVector(), NX_IMPULSE);
|
---|
302 | this->lastYPos = -10000;
|
---|
303 | this->realFlyingDownForce = 0;
|
---|
304 |
|
---|
305 | //Emit some Stones...
|
---|
306 | ParticleGroup* stoneGroup = (ParticleGroup*) this->myScene->createNode(Scene::NODE_PARTICLEGROUP, false);
|
---|
307 | ParticleEmitter* stoneEmitter = (ParticleEmitter*) this->myScene->createNode(Scene::NODE_PARTICLEEMITTER);
|
---|
308 | stoneGroup->addParticleEmitter(this->myScene->getSmartPointer(stoneEmitter));
|
---|
309 | stoneEmitter->setEMParticleVelocity(20);
|
---|
310 | stoneEmitter->setDimensions(1, 1, 1);
|
---|
311 | stoneEmitter->setPosition(this->getAbsolutePosition()-Vector(0, 2, 0));
|
---|
312 | stoneEmitter->setEMEmissionDuration(0.3f);
|
---|
313 | stoneEmitter->setEMHorizontalDegree(1);
|
---|
314 | stoneEmitter->setEMVerticalDegree(1);
|
---|
315 | stoneEmitter->setEMRotationalDegree(8, 8, 8);
|
---|
316 | stoneEmitter->setEMBirthRate(10);
|
---|
317 | stoneEmitter->setEMParticleLifeTime(5.0f);
|
---|
318 | stoneEmitter->setRotation(-D3DX_PI/2, 0, 0);
|
---|
319 | stoneEmitter->setDeleteMeAfterEmission(true);
|
---|
320 | stoneEmitter->setColDetGroup(UserContactReport::COLGROUP_OTHER);
|
---|
321 |
|
---|
322 | Object3d* stone = (Object3d*) this->myScene->createNode(Scene::NODE_OBJECT3D);
|
---|
323 | stone->loadMeshFromFile("./media/models/Stein_3.x");
|
---|
324 | stone->generatePhysicMesh(Object3d::COL_CONVEX);
|
---|
325 | stone->setColDetGroup(UserContactReport::COLGROUP_OTHER);
|
---|
326 | stone->setSoftKill(true, 2);
|
---|
327 | stoneEmitter->addRefNode(*stone);
|
---|
328 | stoneEmitter->addRefNode(*stone);
|
---|
329 | stoneEmitter->addRefNode(*stone);
|
---|
330 |
|
---|
331 | //Attach Sprites to Emitter
|
---|
332 | ParticleGroup* spriteGroup = (ParticleGroup*) this->myScene->createNode(Scene::NODE_PARTICLEGROUP, true);
|
---|
333 | ParticleEmitter* spriteEmitter = (ParticleEmitter*) this->myScene->createNode(Scene::NODE_PARTICLEEMITTER);
|
---|
334 | spriteGroup->addParticleEmitter(this->myScene->getSmartPointer(spriteEmitter));
|
---|
335 | spriteEmitter->setEMParticleVelocity(0);
|
---|
336 | spriteEmitter->setDimensions(1, 1, 1);
|
---|
337 | spriteEmitter->setPosition(this->getAbsolutePosition());
|
---|
338 | spriteEmitter->setEMEmissionDuration(3);
|
---|
339 | spriteEmitter->setEMHorizontalDegree(0.1f);
|
---|
340 | spriteEmitter->setEMVerticalDegree(0.1f);
|
---|
341 | spriteEmitter->setEMRotationalDegree(8, 8, 8);
|
---|
342 | spriteEmitter->setEMBirthRate(10);
|
---|
343 | spriteEmitter->setEMParticleLifeTime(5.0f);
|
---|
344 | spriteEmitter->setRotation(-D3DX_PI/2, 0, 0);
|
---|
345 | spriteEmitter->setDeleteMeAfterEmission(true);
|
---|
346 | spriteEmitter->setColDetGroup(UserContactReport::COLGROUP_NOCOL);
|
---|
347 | spriteEmitter->setStandBy(false);
|
---|
348 |
|
---|
349 | Sprite *rauch;
|
---|
350 | rauch = (Sprite*) this->myScene->createNode(Scene::NODE_SPRITE, false);
|
---|
351 | rauch->setDimension(3, 3);
|
---|
352 | rauch->setTexture("./media/textures/explosion.png");
|
---|
353 | rauch->setFPS(64);
|
---|
354 | rauch->setTimeToLive(2);
|
---|
355 | rauch->setRowColumnCount(8, 8);
|
---|
356 | rauch->setFrameCount(64);
|
---|
357 | rauch->setLoopAnimation(true);
|
---|
358 | rauch->setLookAtCamera(true);
|
---|
359 | rauch->setAlpha(0.5f);
|
---|
360 | rauch->setPosition(this->getAbsolutePosition());
|
---|
361 | rauch->generatePhysicMesh();
|
---|
362 | rauch->setBehaveAs(Node::RIGIDBODY);
|
---|
363 | rauch->setColDetGroup(UserContactReport::COLGROUP_NOCOL);
|
---|
364 | spriteEmitter->addRefNode(*rauch);
|
---|
365 | spriteEmitter->addRefNode(*rauch);
|
---|
366 |
|
---|
367 | stone->addChild(this->myScene->getSmartPointer(spriteEmitter));
|
---|
368 | }
|
---|
369 |
|
---|
370 | void Player::setPlayerOnGround()
|
---|
371 | {
|
---|
372 | Vector L[4];
|
---|
373 | L[FL].x = cSide; L[FL].y = -this->springL; L[FL].z = cFront;
|
---|
374 | L[FR].x = -cSide; L[FR].y = -this->springL; L[FR].z = cFront;
|
---|
375 | L[RL].x = cSide; L[RL].y = -this->springL; L[RL].z = -cRear;
|
---|
376 | L[RR].x = -cSide; L[RR].y = -this->springL; L[RR].z = -cRear;
|
---|
377 |
|
---|
378 | Vector playerPos = this->getAbsolutePosition();
|
---|
379 | for(int i=0;i<4;i++) {
|
---|
380 | this->wheel[i]->setPosition(playerPos+L[i]);
|
---|
381 | }
|
---|
382 | this->lastYPos = -10000;
|
---|
383 | playerPos = this->getTerrainHeight(playerPos);
|
---|
384 | this->upperSpringActor = this->createDistanceJoint(Vector(playerPos.x, playerPos.y+this->springDistance-this->upperDelta, playerPos.z), false);
|
---|
385 | this->gotHit = false;
|
---|
386 | this->realFlyingDownForce = 0;
|
---|
387 | this->pActor->setLinearMomentum(NxVec3(0, 0, 0));
|
---|
388 | this->pActor->setLinearVelocity(NxVec3(0, 0, 0));
|
---|
389 | this->pActor->setAngularMomentum(NxVec3(0, 0, 0));
|
---|
390 | this->pActor->setAngularVelocity(NxVec3(0, 0, 0));
|
---|
391 | }
|
---|
392 |
|
---|
393 |
|
---|
394 | void Player::update(float dt) {
|
---|
395 |
|
---|
396 | if(this->sleepCounter++<10) {
|
---|
397 | if(this->sleepCounter==2) {
|
---|
398 | this->motor->setVolume(1);
|
---|
399 | }
|
---|
400 | return;
|
---|
401 | }
|
---|
402 | exception e;
|
---|
403 | try {
|
---|
404 | this->iHealth+= (this->health-this->iHealth)*dt;
|
---|
405 | if(dt==0) {
|
---|
406 | this->setBehaveAs(Node::KINEMATIC);
|
---|
407 | return;
|
---|
408 | } else {
|
---|
409 | this->setBehaveAs(Node::RIGIDBODY);
|
---|
410 | }
|
---|
411 |
|
---|
412 | dt = min(dt, 0.04f);
|
---|
413 | if(this->gotHit) {
|
---|
414 | this->updateFlyingPlayer(dt);
|
---|
415 | } else {
|
---|
416 | this->updateDrivingPlayer(dt);
|
---|
417 | }
|
---|
418 |
|
---|
419 | this->activeWeapon->setPosition(Vector(this->pActor->getGlobalPosition()));
|
---|
420 |
|
---|
421 | //Calculate Frequency
|
---|
422 | float frequency = this->vLength/60*90000 + 10000;
|
---|
423 | FSOUND_SetFrequency(this->motor->getChannel(), (int)frequency);
|
---|
424 |
|
---|
425 | //Hack to get objects moving
|
---|
426 | this->resetValues();
|
---|
427 |
|
---|
428 | Node::update(dt);
|
---|
429 |
|
---|
430 | this->checkPosition();
|
---|
431 |
|
---|
432 | if(this->fireHitCount>0) {
|
---|
433 | this->fireHitCount-=dt;
|
---|
434 | }
|
---|
435 | } catch(exception e) {
|
---|
436 | this->myScene->manager->printToConsole("Exception in player occured!");
|
---|
437 | }
|
---|
438 | }
|
---|
439 |
|
---|
440 | void Player::updateFlyingPlayer(float dt)
|
---|
441 | {
|
---|
442 | Vector L[4];
|
---|
443 | L[FL].x = cSide; L[FL].y = -this->springL; L[FL].z = cFront;
|
---|
444 | L[FR].x = -cSide; L[FR].y = -this->springL; L[FR].z = cFront;
|
---|
445 | L[RL].x = cSide; L[RL].y = -this->springL; L[RL].z = -cRear;
|
---|
446 | L[RR].x = -cSide; L[RR].y = -this->springL; L[RR].z = -cRear;
|
---|
447 |
|
---|
448 | D3DXMATRIXA16 wheelMat;
|
---|
449 | D3DXMATRIXA16 currentWorldMat;
|
---|
450 | Vector wheelPos;
|
---|
451 | Vector playerPos = this->getAbsolutePosition();
|
---|
452 | bool fallingDown = false;
|
---|
453 | if(playerPos.y < this->lastYPos-1) {
|
---|
454 | fallingDown = true;
|
---|
455 | } else {
|
---|
456 | this->lastYPos = playerPos.y;
|
---|
457 | }
|
---|
458 |
|
---|
459 | bool onGround = false;
|
---|
460 | for(int i=0;i<4;i++) {
|
---|
461 | D3DXMatrixTranslation(&wheelMat, L[i].x, L[i].y, L[i].z);
|
---|
462 | D3DXMatrixMultiply(&wheelMat, &wheelMat, &this->myWorldMatrix);
|
---|
463 | this->wheel[i]->setWorldMatrix(wheelMat);
|
---|
464 | if(fallingDown) {
|
---|
465 | wheelPos = this->wheel[i]->getAbsolutePosition();
|
---|
466 | wheelPos = this->getTerrainHeight(wheelPos, true);
|
---|
467 | if(wheelPos.y!=-10000) {
|
---|
468 | onGround = true;
|
---|
469 | }
|
---|
470 | }
|
---|
471 | }
|
---|
472 | wheelPos = this->getTerrainHeight(playerPos);
|
---|
473 | if(playerPos.y-1.5<wheelPos.y) {
|
---|
474 | onGround = true;
|
---|
475 | }
|
---|
476 | if(onGround) {
|
---|
477 | this->setPlayerOnGround();
|
---|
478 | } else {
|
---|
479 | this->realFlyingDownForce += (this->desiredFlyingDownForce - this->realFlyingDownForce)*min(1.0f, 12*dt);
|
---|
480 | this->pActor->addForce(NxVec3(0, -this->realFlyingDownForce, 0));
|
---|
481 | }
|
---|
482 | }
|
---|
483 |
|
---|
484 |
|
---|
485 | void Player::updateDrivingPlayer(float dt) {
|
---|
486 | //Calculate Heading
|
---|
487 | heading.x = 0; heading.y = 0; heading.z=1;
|
---|
488 | this->getAbsoluteDirectionVector(this->heading, this->heading);
|
---|
489 | this->heading.y = 0;
|
---|
490 | this->heading.normalize();
|
---|
491 |
|
---|
492 | //Wichtige Daten aus dem PhysicActor auslesen
|
---|
493 | this->myPosition = Vector(this->pActor->getGlobalPosition());
|
---|
494 |
|
---|
495 | this->w = Vector(this->pActor->getAngularVelocity());
|
---|
496 |
|
---|
497 | Vector vlinear = Vector(this->pActor->getLinearVelocity());
|
---|
498 | //char temp[100];
|
---|
499 | float vl;
|
---|
500 | vl = vlinear.length();
|
---|
501 | if(abs(vl)>100) {
|
---|
502 | //this->myScene->manager->printToConsole("vl >100!!!!!!!!");
|
---|
503 | vlinear.normalize();
|
---|
504 | vlinear = vlinear*100;
|
---|
505 | this->pActor->setLinearVelocity(vlinear.getNxVector());
|
---|
506 | //this->w.normalize();
|
---|
507 | //this->w = this->w*5;
|
---|
508 |
|
---|
509 | }
|
---|
510 | //sprintf(temp, "v length = %f",vl);
|
---|
511 | //this->myScene->manager->printToConsole(temp);
|
---|
512 |
|
---|
513 | //Durchschnittshöhe berechnen
|
---|
514 | avgy=0;
|
---|
515 | for(int i=0;i<4;i++) {
|
---|
516 | avgy += wheel[i]->myPosition.y;
|
---|
517 | }
|
---|
518 | avgy/=4;
|
---|
519 |
|
---|
520 | //SpringActor in position bringen
|
---|
521 | float tempBias = 0.2f*sin(10*this->springCounter);
|
---|
522 | Vector saPos = this->getAbsolutePosition();
|
---|
523 | saPos.y = avgy+this->springDistance+this->springBias+tempBias;
|
---|
524 | this->upperSpringActor->moveGlobalPosition(saPos.getNxVector());
|
---|
525 | Vector mp = this->getAbsolutePosition();
|
---|
526 | if(saPos.y<mp.y) {
|
---|
527 | this->pActor->setGlobalPosition(NxVec3(mp.x, 2*saPos.y - mp.y, mp.z));
|
---|
528 | this->pActor->setLinearVelocity(NxVec3(0, 0, 0));
|
---|
529 | }
|
---|
530 | this->springCounter+=dt;
|
---|
531 |
|
---|
532 | //"schräglage" des Terrains berrechnen
|
---|
533 | yf = (wheel[FL]->myPosition.y+wheel[FR]->myPosition.y)/2;
|
---|
534 | yr = (wheel[RL]->myPosition.y+wheel[RR]->myPosition.y)/2;
|
---|
535 | yleft = (wheel[FL]->myPosition.y+wheel[RL]->myPosition.y)/2;
|
---|
536 | yright = (wheel[FR]->myPosition.y+wheel[RR]->myPosition.y)/2;
|
---|
537 |
|
---|
538 | dyFrontRear = yf - yr;
|
---|
539 | dyLeftRight = yleft - yright;
|
---|
540 | terrainAngle.x = (float) -atan2(dyFrontRear, cRear+cFront);
|
---|
541 | terrainAngle.z = (float) atan2(dyLeftRight, 2*cSide);
|
---|
542 |
|
---|
543 | //Alpha & Gamma Rotationsmatrizen berechnen
|
---|
544 | D3DXMATRIX mAlpha; D3DXMatrixRotationX(&mAlpha, (FLOAT)(daSchale*M_PI/180));
|
---|
545 | D3DXMATRIX mGamma; D3DXMatrixRotationZ(&mGamma, (FLOAT)(dgSchale*M_PI/180));
|
---|
546 |
|
---|
547 |
|
---|
548 | //Graffel mit Beta Rotation
|
---|
549 | D3DXMATRIX mGYaw;
|
---|
550 | D3DXMATRIX mYaw;
|
---|
551 | D3DXMatrixIdentity(&mYaw);
|
---|
552 | this->pActor->getGlobalOrientation().getColumnMajorStride4(((NxF32 *) &mYaw.m[0][0]));
|
---|
553 | mGYaw = mYaw;
|
---|
554 |
|
---|
555 | D3DXMATRIX nmAlpha; D3DXMatrixRotationX(&nmAlpha, -daSchale);
|
---|
556 | D3DXMATRIX nmGamma; D3DXMatrixRotationZ(&nmGamma, -dgSchale);
|
---|
557 |
|
---|
558 | //Calculate engineForce
|
---|
559 | if(baccelerate) {
|
---|
560 | this->engineForce += dt*this->deltaEngineForce;
|
---|
561 | if(this->engineForce > this->maxEngineForce) this->engineForce = this->maxEngineForce;
|
---|
562 | } else {
|
---|
563 | if(this->engineForce>0) {
|
---|
564 | this->engineForce -= dt*this->deltaEngineForce;
|
---|
565 | } else {
|
---|
566 | this->engineForce = 0;
|
---|
567 | }
|
---|
568 | }
|
---|
569 |
|
---|
570 | //Break force
|
---|
571 | if(bstop) {
|
---|
572 | this->breakForce += dt*this->deltaBreakForce;
|
---|
573 | if(this->breakForce > this->maxBreakForce) this->breakForce = this->maxBreakForce;
|
---|
574 | } else {
|
---|
575 | if(this->breakForce>0) {
|
---|
576 | this->breakForce -= dt*this->deltaBreakForce;
|
---|
577 | this->engineForce = min(this->breakForce, this->engineForce);
|
---|
578 | } else {
|
---|
579 | this->breakForce = 0;
|
---|
580 | }
|
---|
581 | }
|
---|
582 |
|
---|
583 | //Calculate Steering Angle
|
---|
584 | float desiredSteering = 0;
|
---|
585 | float vsize = this->vLength;
|
---|
586 | if(btoLeft) {
|
---|
587 | desiredSteering = -this->maxSteering;
|
---|
588 | } else if(btoRight) {
|
---|
589 | desiredSteering = this->maxSteering;
|
---|
590 | }
|
---|
591 |
|
---|
592 | this->steering += dt*(desiredSteering - this->steering)*this->steeringFactor;
|
---|
593 | if(desiredSteering==0) {
|
---|
594 | this->steering += dt*(desiredSteering - this->steering)*this->steeringFactor;
|
---|
595 | }
|
---|
596 |
|
---|
597 | //berechne gravitationsvektor
|
---|
598 | this->gravity.setNxVector(this->myScene->pDefaultGravity);
|
---|
599 |
|
---|
600 | float tempAngle;
|
---|
601 | direction = this->v;
|
---|
602 | direction.normalize();
|
---|
603 | heading.normalize();
|
---|
604 | float cosBeta;
|
---|
605 | cosBeta = direction.dotProd(heading);
|
---|
606 |
|
---|
607 | if(this->vLength>=0.8f) {
|
---|
608 | alphaFront = (float) (atan2((v.x+w.y*cFront),this->vLength) - steering*((cosBeta>0) ? 1 : -1));
|
---|
609 | alphaRear = (float) (atan2((v.x-w.y*cRear),this->vLength));
|
---|
610 | } else {
|
---|
611 | alphaFront = 0;
|
---|
612 | alphaRear = 0;
|
---|
613 | w.setXYZ(0, 0, 0);
|
---|
614 | }
|
---|
615 | alphaFront*=180/D3DX_PI;
|
---|
616 | alphaRear*=180/D3DX_PI;
|
---|
617 |
|
---|
618 | Vector fa[4]; //Feder Halterungspunkt am Reifen
|
---|
619 | Vector L[4]; //Temporärer Speicher für Haltepunkt
|
---|
620 | fa[FL].x = cSide; fa[FL].y = 0; fa[FL].z = cFront;
|
---|
621 | fa[FR].x = -cSide; fa[FR].y = 0; fa[FR].z = cFront;
|
---|
622 | fa[RL].x = cSide; fa[RL].y = 0; fa[RL].z = -cRear;
|
---|
623 | fa[RR].x = -cSide; fa[RR].y = 0; fa[RR].z = -cRear;
|
---|
624 | L[FL].x = cSide; L[FL].y = 0; L[FL].z = cFront;
|
---|
625 | L[FR].x = -cSide; L[FR].y = 0; L[FR].z = cFront;
|
---|
626 | L[RL].x = cSide; L[RL].y = 0; L[RL].z = -cRear;
|
---|
627 | L[RR].x = -cSide; L[RR].y = 0; L[RR].z = -cRear;
|
---|
628 |
|
---|
629 |
|
---|
630 | int mult1=1;
|
---|
631 | int mult2=1;
|
---|
632 | float mult3 = 1;
|
---|
633 |
|
---|
634 |
|
---|
635 | Vector vVectorForce[4];
|
---|
636 | Vector eDreh[4];
|
---|
637 |
|
---|
638 | Vector gravMass = gravity*vehicleMass/4;
|
---|
639 | Vector gravAcc = eAcc*this->cH_D*this->vehicleMass;
|
---|
640 |
|
---|
641 | Vector normGravity;
|
---|
642 | normGravity = gravity;
|
---|
643 | normGravity.normalize();
|
---|
644 |
|
---|
645 | this->schale->setPosition(0,0,0);
|
---|
646 | float downForceSum =0;
|
---|
647 | for(int i=0;i<4;i++) { //Rotiere Vectoren um absolute Position der FederAngel zu berechnen
|
---|
648 | this->getAbsoluteVector(fa[i], fa[i]);
|
---|
649 | terrainHeight[i] = this->getTerrainHeight(fa[i]);
|
---|
650 | terrainHeight[i].y+=this->wheelRadius;
|
---|
651 | wheel[i]->setPosition(terrainHeight[i]);
|
---|
652 |
|
---|
653 | //HALBE Kraft die auf die Feder ausgeübt wird.
|
---|
654 | vDownForce[i] = 0.5f*springK*(springL-(this->myPosition.y - wheel[i]->myPosition.y));
|
---|
655 | vDownForce[i]-=vDownForce[i]*Cdaempfung*40;
|
---|
656 |
|
---|
657 | //Wheel DownForce to ground
|
---|
658 | wDownForce[i] +=vDownForce[i];
|
---|
659 | wDownForce[i] +=gravity.y*wheelMass;
|
---|
660 |
|
---|
661 | mult1 = (i<2) ? 1 : -1; //Front Rear
|
---|
662 | mult2 = (i==0 || i==2) ? -1 : 1; //Left Right
|
---|
663 | mult3 = (i<2) ? this->cR_D : this->cF_D; //Factors for front rear
|
---|
664 |
|
---|
665 | //Kraftvectoren erzeugen wegen dem drehmoment
|
---|
666 | vVectorForce[i] = normGravity*vDownForce[i];
|
---|
667 |
|
---|
668 | //Drehmoment berechen
|
---|
669 | eDreh[i] = (vVectorForce[i]/tMoment).crossProd(L[i]);
|
---|
670 |
|
---|
671 | //downForceSum += wDownForce[i];
|
---|
672 | tempAngle = (i<2) ? alphaFront : alphaRear;
|
---|
673 | Flateral[i] = this->calcLateralForce(tempAngle)*1000;
|
---|
674 | }
|
---|
675 |
|
---|
676 | //Radius berechnen
|
---|
677 | float drehM=0;
|
---|
678 | Vector vYaw;
|
---|
679 | Vector latForce;
|
---|
680 |
|
---|
681 | int multRollForward = (cosBeta>0) ? 1 : -1;
|
---|
682 | Fcornering = vHeading*steering*1.2f;
|
---|
683 |
|
---|
684 | if(abs(this->vHeading)>=1) {
|
---|
685 | p = p + (0.12f*(70-min(abs(this->vHeading), 30.0f))*dt)*steering;
|
---|
686 | }
|
---|
687 | this->setRotation(0, p, 0);
|
---|
688 | vYaw.x = 0; vYaw.y = 1; vYaw.z = 0;
|
---|
689 | latForce = heading.crossProd(vYaw);
|
---|
690 | latForce.normalize();
|
---|
691 | latForce = latForce*Fcornering;
|
---|
692 |
|
---|
693 | int mult = (cosBeta>=0) ? 1: -1;
|
---|
694 | heading.normalize();
|
---|
695 | Vector vecDown(0, -1, 0);
|
---|
696 | this->schale->getAbsoluteDirectionVector(vecDown, vecDown);
|
---|
697 | float rollFactor = 0;
|
---|
698 | if(vecDown.x!=0 || vecDown.z!=0) {
|
---|
699 | vecDown.y = 0;
|
---|
700 | vecDown.normalize();
|
---|
701 | rollFactor = heading.dotProd(vecDown);
|
---|
702 | }
|
---|
703 | longForce = (heading*(this->engineForce -rollFactor*this->vehicleMass*Croll*50)) - v*v.length()*Cdrag - v*Crr - (heading*this->breakForce);
|
---|
704 | eAcc = longForce/this->vehicleMass;
|
---|
705 |
|
---|
706 | //Beschleunigungen ausrechnen
|
---|
707 | Vector f;
|
---|
708 | //Longitudinal force
|
---|
709 | f = f+longForce;
|
---|
710 | //Lateral force
|
---|
711 | f = f-latForce;
|
---|
712 |
|
---|
713 | if(this->iceHitCount>0) {
|
---|
714 | f = f - f*(this->iceHitCount/100.0f);
|
---|
715 | this->iceHitCount-=10*dt;
|
---|
716 | this->pActor->setLinearDamping(max(0.0f,10*this->iceHitCount/100.0f));
|
---|
717 | } else {
|
---|
718 | this->iceHitCount = 0;
|
---|
719 | this->pActor->setLinearDamping(0);
|
---|
720 | }
|
---|
721 | NxVec3 tempF = f.getNxVector();
|
---|
722 | this->pActor->addForce(tempF);
|
---|
723 | this->s = this->myPosition;
|
---|
724 | this->v = Vector(this->pActor->getLinearVelocity());
|
---|
725 | this->vLength = this->v.length();
|
---|
726 | Vector tempV = this->v;
|
---|
727 | if(this->vLength>1) {
|
---|
728 | tempV.normalize();
|
---|
729 | this->vHeading = this->vLength*(this->heading.dotProd(tempV));
|
---|
730 | } else {
|
---|
731 | this->vHeading = 0;
|
---|
732 | }
|
---|
733 | tempV = v; tempV.y = 0;
|
---|
734 |
|
---|
735 | this->wheelAngle+=((tempV.length()*dt)/(this->wheelRadius))*multRollForward;
|
---|
736 |
|
---|
737 | //Winkelzeugs ausrechnen
|
---|
738 | Vector wDreh;
|
---|
739 | Vector wPos;
|
---|
740 | Vector wOther;
|
---|
741 | for(unsigned int i=0;i<this->torqueVector.size();i++) {
|
---|
742 | wOther = wOther + this->torqueVector.at(i);
|
---|
743 | }
|
---|
744 | e = (eDreh[FL] + eDreh[FR] + eDreh[RL] + eDreh[RR] + wDreh + wOther)*dt/tMoment;
|
---|
745 |
|
---|
746 | //Neigung der Schale für Beschleunigung usw berechen
|
---|
747 | Vector a = f;
|
---|
748 | float aLength = a.length();
|
---|
749 | aLength/=10;
|
---|
750 | float aHeadingFactor=0;
|
---|
751 | a.normalize();
|
---|
752 | if(aLength!=0) {
|
---|
753 | aHeadingFactor = heading.dotProd(a);
|
---|
754 | }
|
---|
755 | this->currentRotSchale += (aHeadingFactor*aLength*this->CrotBeschleunigung*10-this->currentRotSchale)*min(1.0f,dt*2);
|
---|
756 | daSchale = terrainAngle.x - aHeadingFactor*aLength*this->CrotBeschleunigung*10 +e.x + this->currentRotSchale;
|
---|
757 | dbSchale = -e.y;
|
---|
758 | dgSchale = terrainAngle.z;
|
---|
759 |
|
---|
760 | iaSchale+= (daSchale - iaSchale)*dt*Crotschale;
|
---|
761 | ibSchale+= (dbSchale - ibSchale)*dt*Crotschale;
|
---|
762 | igSchale+= (dgSchale - igSchale)*dt*Crotschale;
|
---|
763 |
|
---|
764 | this->schale->setRotation((iaSchale+schaleAlpha), ibSchale, igSchale);
|
---|
765 | Vector quatVec(0, this->myRotation.y, 0);
|
---|
766 | this->pActor->setGlobalOrientationQuat(NxQuat(quatVec.getNxQuatRotation()));
|
---|
767 | //Angulare Dämpfung
|
---|
768 | NxVec3 pActorVel = this->pActor->getAngularVelocity();
|
---|
769 | float aVelFactor = 10;
|
---|
770 | pActorVel.x-=dt*aVelFactor*pActorVel.x;
|
---|
771 | pActorVel.y-=dt*aVelFactor*pActorVel.y;
|
---|
772 | pActorVel.z-=dt*aVelFactor*pActorVel.z;
|
---|
773 | this->pActor->setAngularVelocity(pActorVel);
|
---|
774 |
|
---|
775 | float wa;
|
---|
776 | wa = (float)(-this->wheelAngle*180/M_PI);
|
---|
777 |
|
---|
778 | //Schräglage berechnen
|
---|
779 | float wg = ((this->wheel[FL]->myPosition.y+this->wheel[RL]->myPosition.y)/2-
|
---|
780 | (this->wheel[FR]->myPosition.y+this->wheel[RR]->myPosition.y)/2)/2;
|
---|
781 | wg = (float)(atan2(wg, 2*this->cSide)*180/M_PI);
|
---|
782 | wa*=(float)(-M_PI/180);
|
---|
783 | wg = wg*cos(wa);
|
---|
784 | this->wheel[FL]->setRotation(wa, this->myRotation.y+this->steering, (float)(wg*M_PI/180));
|
---|
785 | this->wheel[FR]->setRotation(wa, this->myRotation.y+this->steering, (float)(wg*M_PI/180));
|
---|
786 | this->wheel[RL]->setRotation(wa, this->myRotation.y+0, (float)(wg*M_PI/180));
|
---|
787 | this->wheel[RR]->setRotation(wa, this->myRotation.y+0, (float)(wg*M_PI/180));
|
---|
788 |
|
---|
789 |
|
---|
790 | Vector schalePos;
|
---|
791 | schalePos = schale->myPosition;
|
---|
792 | schalePos.y-=avgy;
|
---|
793 | schalePos.y/=2;
|
---|
794 | Vector tempVec;
|
---|
795 | schalePos.applyD3DXVector(D3DXVec4Transform(&tempVec, &schalePos, &mAlpha));
|
---|
796 | schalePos.applyD3DXVector(D3DXVec4Transform(&tempVec, &schalePos, &mGamma));
|
---|
797 | schalePos.y+=avgy;
|
---|
798 |
|
---|
799 | ixSchale+= (schalePos.x - ixSchale)*dt*Cschale;
|
---|
800 | iySchale+= (schalePos.y+schaleHoehe - iySchale)*dt*Cschale;
|
---|
801 | izSchale+= (schalePos.z - izSchale)*dt*Cschale;
|
---|
802 |
|
---|
803 | avgy=0;
|
---|
804 | for(int i=0;i<4;i++) {
|
---|
805 | avgy += wheel[i]->myPosition.y;
|
---|
806 | }
|
---|
807 | avgy/=4;
|
---|
808 | iySchale = max(iySchale, avgy+0.4f);
|
---|
809 |
|
---|
810 | NxVec3 tempPos = this->pActor->getGlobalPosition();
|
---|
811 | tempPos.y = max(tempPos.y, avgy+0.4f);
|
---|
812 | this->pActor->setGlobalPosition(tempPos);
|
---|
813 | }
|
---|
814 |
|
---|
815 | float Player::calcLateralForce(float _angle) {
|
---|
816 | float f=0;
|
---|
817 | float k=0.02f;
|
---|
818 | if(abs(_angle)<3) {
|
---|
819 | f = 1.2f/3*_angle;
|
---|
820 | } else if(_angle>=3) {
|
---|
821 | f = -k*_angle + 1.2f + k*3;
|
---|
822 | } else {
|
---|
823 | f = -k*_angle - 1.2f - k*3;
|
---|
824 | }
|
---|
825 |
|
---|
826 | return f;
|
---|
827 | }
|
---|
828 |
|
---|
829 | void Player::resetValues() {
|
---|
830 | baccelerate = false;
|
---|
831 | bstop = false;
|
---|
832 | btoLeft = false;
|
---|
833 | btoRight = false;
|
---|
834 | bfire = false;
|
---|
835 |
|
---|
836 | for(int i=0;i<4;i++) {
|
---|
837 | wDownForce[i] = 0;
|
---|
838 | vDownForce[i] = 0;
|
---|
839 | }
|
---|
840 | this->torqueVector.clear();
|
---|
841 | this->fOther.x = 0; this->fOther.y = 0; this->fOther.z = 0;
|
---|
842 | }
|
---|
843 |
|
---|
844 | void Player::accelerate() {baccelerate = true;}
|
---|
845 | void Player::stop() {bstop = true;}
|
---|
846 | void Player::toLeft() {btoLeft = true; btoRight = false;}
|
---|
847 | void Player::toRight() {btoRight = true; btoLeft = false;}
|
---|
848 | void Player::setMouse(int x, int y) { mouseX = x; mouseY = y;}
|
---|
849 |
|
---|
850 | void Player::addWeapon(Weapon &weapon) {
|
---|
851 | weapon.setPlayer(*this);
|
---|
852 | weapon.setVisible(false);
|
---|
853 | weapon.setStandBy(true);
|
---|
854 | int wtype = weapon.getWeaponType();
|
---|
855 | if(this->weaponList[wtype]==NULL) {
|
---|
856 | this->weaponList[wtype] = &weapon;
|
---|
857 | this->weaponList[wtype]->addMunition((int)this->munition[wtype]);
|
---|
858 | this->munition[wtype] = 0;
|
---|
859 | }
|
---|
860 | }
|
---|
861 |
|
---|
862 | void Player::addMunition(int type, int count) {
|
---|
863 | if(this->weaponList[type]==NULL) {
|
---|
864 | this->munition[type]+=count;
|
---|
865 | } else {
|
---|
866 | this->weaponList[type]->addMunition(count);
|
---|
867 | }
|
---|
868 | }
|
---|
869 |
|
---|
870 | void Player::setActiveWeapon(int wId) {
|
---|
871 | if(this->activeWeapon!=NULL) {
|
---|
872 | this->activeWeapon->setVisible(false);
|
---|
873 | this->activeWeapon->setStandBy(true);
|
---|
874 | }
|
---|
875 | wId = min(wId, 9);
|
---|
876 | while(this->weaponList[wId] == NULL) {
|
---|
877 | wId--;
|
---|
878 | assert(wId>=0);
|
---|
879 | }
|
---|
880 | this->activeWeapon = this->weaponList[wId];
|
---|
881 | this->activeWeapon->setStandBy(false);
|
---|
882 | this->activeWeapon->setVisible(true);
|
---|
883 | }
|
---|
884 |
|
---|
885 | Weapon* Player::getActiveWeapon() {
|
---|
886 | return this->activeWeapon;
|
---|
887 | }
|
---|
888 |
|
---|
889 | void Player::addHealth(float dHealth)
|
---|
890 | {
|
---|
891 | this->health+=dHealth;
|
---|
892 | this->health = min(this->health, 100.0f);
|
---|
893 | }
|
---|
894 |
|
---|
895 | void Player::setHealth(float _health) {
|
---|
896 | this->health = _health;
|
---|
897 | this->health = min(this->health, 100.0f);
|
---|
898 | }
|
---|
899 |
|
---|
900 | float Player::getRealHealth() {
|
---|
901 | return this->health;
|
---|
902 | }
|
---|
903 |
|
---|
904 | float Player::getHealth() {
|
---|
905 | return this->iHealth;
|
---|
906 | }
|
---|
907 |
|
---|
908 | int Player::getAmo() {
|
---|
909 | return this->activeWeapon->getAmo();
|
---|
910 | }
|
---|
911 |
|
---|
912 | void Player::applyForce(Vector point, Vector force) {
|
---|
913 | point.y = iySchale;
|
---|
914 | this->fOther = this->fOther + force;
|
---|
915 | this->torqueVector.push_back((point.crossProd(force))/80);
|
---|
916 | }
|
---|
917 |
|
---|
918 | Node* Player::clone() {
|
---|
919 | return NULL;
|
---|
920 | }
|
---|
921 |
|
---|
922 | void Player::checkPosition() {
|
---|
923 | float ch = (((GameScene *) this->myScene)->getWidth()/2);
|
---|
924 | Vector chDir;
|
---|
925 | Vector absPos = this->getAbsolutePosition();
|
---|
926 | Vector center(ch, absPos.y, ch);
|
---|
927 | chDir = center - absPos;
|
---|
928 | float absPosY = absPos.y;
|
---|
929 | float chDirLength = chDir.length();
|
---|
930 | ch*=0.8f;
|
---|
931 | if(chDirLength>ch) {
|
---|
932 | chDir.normalize();
|
---|
933 | chDir = chDir * (chDirLength-ch)*(chDirLength-ch)*10;
|
---|
934 | this->pActor->addForce(chDir.getNxVector());
|
---|
935 | }
|
---|
936 | if(this->myPosition.y < ((GameScene *) this->myScene)->getTerrain()->getHeight(this->myPosition.x, this->myPosition.z)) {
|
---|
937 | this->myPosition.y = ((GameScene *) this->myScene)->getTerrain()->getHeight(this->myPosition.x, this->myPosition.z);
|
---|
938 | }
|
---|
939 | }
|
---|
940 |
|
---|
941 | NxActor* Player::createDistanceJoint(Vector pos, bool lowerJoint, bool reuse)
|
---|
942 | {
|
---|
943 | NxActor *springActor = NULL;
|
---|
944 | if(!reuse) {
|
---|
945 | NxSphereShapeDesc springSphere;
|
---|
946 | springSphere.shapeFlags = NX_SF_DISABLE_RAYCASTING;
|
---|
947 | springSphere.radius = 1;
|
---|
948 | NxActorDesc springActorDesc;
|
---|
949 | NxBodyDesc springBodyDesc;
|
---|
950 | springBodyDesc.mass = 0;
|
---|
951 | springActorDesc.globalPose.t = pos.getNxVector();
|
---|
952 | springActorDesc.density = 10;
|
---|
953 | springActorDesc.body = &springBodyDesc;
|
---|
954 | springActorDesc.shapes.pushBack(&springSphere);
|
---|
955 |
|
---|
956 | springActor = this->myScene->pScene->createActor(springActorDesc);
|
---|
957 | springActor->raiseBodyFlag(NX_BF_KINEMATIC);
|
---|
958 | springActor->setGroup(UserContactReport::COLGROUP_NOCOL);
|
---|
959 | springActor->getShapes()[0]->setGroup(UserContactReport::COLGROUP_NOCOL);
|
---|
960 | }
|
---|
961 |
|
---|
962 | //DistanceJoint zwischen springActor und hauptActor
|
---|
963 | NxDistanceJointDesc distDesc;
|
---|
964 | distDesc.actor[0] = this->pActor;
|
---|
965 | if(!reuse) {
|
---|
966 | distDesc.actor[1] = springActor;
|
---|
967 | } else {
|
---|
968 | distDesc.actor[1] = this->upperSpringActor;/*(lowerJoint) ? this->lowerSpringActor : this->upperSpringActor;*/
|
---|
969 | }
|
---|
970 |
|
---|
971 | distDesc.localAnchor[0]=NxVec3(0.0f,0.0f,0.0f);
|
---|
972 | distDesc.localAnchor[1]=NxVec3(0.0f,0.0f,0.0f);
|
---|
973 |
|
---|
974 | if(lowerJoint) {
|
---|
975 | distDesc.minDistance= (NxReal)(this->springDistance-2.4);//0.015;
|
---|
976 | distDesc.maxDistance= (NxReal)(this->springDistance-1.8);
|
---|
977 | } else {
|
---|
978 | distDesc.minDistance= (NxReal)(this->springDistance-0.6-this->upperDelta);//0.015;
|
---|
979 | distDesc.maxDistance= (NxReal)(this->springDistance-0.4-this->upperDelta);
|
---|
980 | }
|
---|
981 |
|
---|
982 | NxSpringDesc springDesc;
|
---|
983 | springDesc.spring = 400;
|
---|
984 | if(!lowerJoint) {
|
---|
985 | springDesc.spring*=3;
|
---|
986 | } else {
|
---|
987 | }
|
---|
988 | springDesc.damper = (NxReal)0.1;
|
---|
989 | distDesc.spring = springDesc;
|
---|
990 |
|
---|
991 | distDesc.flags = (NX_DJF_MIN_DISTANCE_ENABLED | NX_DJF_MAX_DISTANCE_ENABLED); // combination of the bits defined by ::NxDistanceJointFlag
|
---|
992 | distDesc.flags |= NX_DJF_SPRING_ENABLED;
|
---|
993 |
|
---|
994 | if(!distDesc.isValid()) {
|
---|
995 | this->myScene->manager->printToConsole("distDescriptor not valid!");
|
---|
996 | }
|
---|
997 | distDesc.jointFlags = NX_JF_VISUALIZATION | NX_JF_COLLISION_ENABLED;
|
---|
998 | NxDistanceJoint* distanceJoint = (NxDistanceJoint*) this->myScene->pScene->createJoint(distDesc);
|
---|
999 | this->upperJoint = distanceJoint;
|
---|
1000 | return springActor;
|
---|
1001 | }
|
---|
1002 |
|
---|
1003 | void Player::killMe()
|
---|
1004 | {
|
---|
1005 | if(this->upperJoint) {
|
---|
1006 | this->myScene->pScene->releaseJoint(*this->upperJoint);
|
---|
1007 | this->upperJoint = NULL;
|
---|
1008 | }
|
---|
1009 | if(this->upperSpringActor) {
|
---|
1010 | this->myScene->pScene->releaseActor(*this->upperSpringActor);
|
---|
1011 | this->upperSpringActor = NULL;
|
---|
1012 | }
|
---|
1013 | for(int i=0;i<4;i++) {
|
---|
1014 | this->wheel[i]->killMe();
|
---|
1015 | }
|
---|
1016 | Node::killMe();
|
---|
1017 | }
|
---|
1018 |
|
---|
1019 | void Player::setSoftKill(bool _softKill, float _duration)
|
---|
1020 | {
|
---|
1021 | this->setTimeToLive(_duration);
|
---|
1022 | Node::setSoftKill(_softKill, _duration);
|
---|
1023 | for(int i=0;i<4;i++) {
|
---|
1024 | this->wheel[i]->setTimeToLive(_duration);
|
---|
1025 | this->wheel[i]->setSoftKill(_softKill, _duration);
|
---|
1026 | }
|
---|
1027 | this->schale->setTimeToLive(_duration);
|
---|
1028 | this->schale->setSoftKill(_softKill, _duration);
|
---|
1029 | this->wurm->setTimeToLive(_duration);
|
---|
1030 | this->wurm->setSoftKill(_softKill, _duration);
|
---|
1031 | for(int i=0;i<10;i++) {
|
---|
1032 | if(this->weaponList[i]) {
|
---|
1033 | this->weaponList[i]->setTimeToLive(_duration);
|
---|
1034 | this->weaponList[i]->setSoftKill(_softKill, _duration);
|
---|
1035 | }
|
---|
1036 | }
|
---|
1037 | }
|
---|
1038 |
|
---|
1039 | void Player::setTeam(int _team)
|
---|
1040 | {
|
---|
1041 | this->team = _team;
|
---|
1042 | }
|
---|
1043 |
|
---|
1044 | int Player::getTeam()
|
---|
1045 | {
|
---|
1046 | return this->team;
|
---|
1047 | }
|
---|
1048 |
|
---|
1049 | void Player::setAvatareFileName(std::string _avatar)
|
---|
1050 | {
|
---|
1051 | this->avatar = _avatar;
|
---|
1052 | }
|
---|
1053 |
|
---|
1054 | void Player::hitByFire()
|
---|
1055 | {
|
---|
1056 | this->fireHitCount++;
|
---|
1057 | if(this->iceHitCount>0)
|
---|
1058 | this->iceHitCount-=0.5f;
|
---|
1059 | }
|
---|
1060 |
|
---|
1061 | bool Player::isToasted()
|
---|
1062 | {
|
---|
1063 | if(this->fireHitCount>200) {
|
---|
1064 | this->fireHitCount = 0;
|
---|
1065 | return true;
|
---|
1066 | }
|
---|
1067 | return false;
|
---|
1068 | }
|
---|
1069 |
|
---|
1070 | void Player::hitByIce()
|
---|
1071 | {
|
---|
1072 | this->iceHitCount+=1;
|
---|
1073 | this->iceHitCount = min(100.0f, this->iceHitCount);
|
---|
1074 | }
|
---|
1075 |
|
---|
1076 | Vector Player::getTerrainHeight(Vector v, bool flying) {
|
---|
1077 | NxVec3 direction(0, -1, 0);
|
---|
1078 | NxRay ray(v.getNxVector(), direction);
|
---|
1079 | NxRaycastHit hit;
|
---|
1080 | Vector hv = v;
|
---|
1081 |
|
---|
1082 | // Get the closest shape
|
---|
1083 | NxU32 mask = 0;
|
---|
1084 | mask |= UserContactReport::COLGROUP_PLAYER;
|
---|
1085 | mask |= UserContactReport::COLGROUP_NOCOL;
|
---|
1086 | NxReal maxDist = (!flying) ? NX_MAX_F32 : 1.0f;
|
---|
1087 | NxShape* closestShape = this->myScene->pScene->raycastClosestShape(ray, NX_ALL_SHAPES, hit, mask, maxDist);//0xffffff);
|
---|
1088 | if (closestShape)
|
---|
1089 | {
|
---|
1090 | hv.y = hit.worldImpact.y;
|
---|
1091 | } else {
|
---|
1092 | hv.y = 0;
|
---|
1093 | if(flying) {
|
---|
1094 | hv.y = -10000;
|
---|
1095 | return hv;
|
---|
1096 | }
|
---|
1097 | }
|
---|
1098 | float h = ((GameScene*) this->myScene)->getTerrain()->getHeight(v.x, v.z);
|
---|
1099 | hv.y = (hv.y>=h) ? hv.y : h;
|
---|
1100 | return hv;
|
---|
1101 | }
|
---|
1102 |
|
---|
1103 | void Player::initWin()
|
---|
1104 | {
|
---|
1105 | //emitter starten
|
---|
1106 | this->winPe->restartEmitting();
|
---|
1107 | }
|
---|
1108 |
|
---|
1109 | void Player::initLose()
|
---|
1110 | {
|
---|
1111 | //player hit
|
---|
1112 | //this->setPlayerHit(this->myPosition,
|
---|
1113 | SimpleBullet* bullet = (SimpleBullet*) ((GameScene*) this->myScene)->createNode(GameScene::NODE_SIMPLEBULLET);
|
---|
1114 | bullet->setBulletType(0);
|
---|
1115 | bullet->setImpactForce(5);
|
---|
1116 | bullet->setWeaponDirection(Vector(0, 1, 0));
|
---|
1117 | this->setPlayerHit(this->myPosition, *bullet);
|
---|
1118 | } |
---|