#include #include #include #include #include #include #include #include "vehicle.h" #include "pathfinder.h" #include "map.h" using namespace gameBase; using namespace vb01; using namespace std; namespace battleship{ Vehicle::Vehicle(Player *player, int id, Vector3 pos, Quaternion rot) : Unit(player, id, pos, rot){ initProperties(); debugMat = new Material(Root::getSingleton()->getLibPath() + "texture"); debugMat->addBoolUniform("lightingEnabled", false); debugMat->addBoolUniform("texturingEnabled", false); debugMat->addVec4Uniform("diffuseColor", Vector4::VEC_IJKL); } void Vehicle::halt(){ Unit::halt(); removeAllPathpoints(); patrolPointId = 0; } void Vehicle::addOrder(Order order){ preparePathpoints(order); if(!pathPoints.empty()) orders.push_back(order); } void Vehicle::turn(float angle) { Quaternion newRot = Quaternion(angle, upVec) * model->getOrientation(); model->setOrientation(newRot); rot = newRot; } void Vehicle::advance(float speed, MoveDir moveDir) { Vector3 dir; switch(moveDir){ case MoveDir::FORW: dir = dirVec; break; case MoveDir::LEFT: dir = leftVec; break; case MoveDir::UP: dir = upVec; break; } placeUnit(pos + dir * speed); } void Vehicle::initProperties(){ Unit::initProperties(); sol::state_view SOL_LUA_STATE = generateView(); maxTurnAngle = SOL_LUA_STATE["maxTurnAngle"][id + 1]; speed = SOL_LUA_STATE["speed"][id + 1]; anglePrecision = SOL_LUA_STATE["anglePrecision"][id + 1]; } void Vehicle::navigate(Order order, float destOffset){ Vector3 hypVec = (pathPoints[0] - pos); float hypAngle = hypVec.norm().getAngleBetween(upVec) - PI / 2; float offset = hypVec.getLength() * sin(hypAngle); Vector3 linDest = pathPoints[0] + upVec * offset; Vector3 destDir = (linDest - pos).norm(); float angle = (destDir != Vector3::VEC_ZERO ? dirVec.getAngleBetween(destDir) : -1); if(angle > anglePrecision){ float rotSpeed = (maxTurnAngle > angle ? angle : maxTurnAngle); if(leftVec.getAngleBetween(destDir) > PI / 2) rotSpeed *= -1; turn(rotSpeed); } else{ if(pos.getDistanceFrom(linDest) > destOffset){ float dist = pos.getDistanceFrom(linDest); float movementAmmount = (speed > dist ? dist : speed); advance(movementAmmount); } if(fabs(pos.y - pathPoints[0].y) > 0.5 * height){ float dist = pos.y - pathPoints[0].y; float movementAmmount = (speed > fabs(dist) ? dist : speed); if(dist > 0) movementAmmount *= -1; advance(movementAmmount, MoveDir::UP); } if(type != UnitType::UNDERWATER && pos.getDistanceFrom(linDest) <= destOffset) removePathpoint(); else if(type == UnitType::UNDERWATER && fabs(pos.y - pathPoints[0].y) < 0.5 * height && pos.getDistanceFrom(linDest) <= destOffset) removePathpoint(); } } void Vehicle::alignToSurface(){ /* Map *map = Map::getSingleton(); TerrainObject terr = map->getTerrainObject(0); vector res; Ray::retrieveCollisions(Vector3(pos.x, terr.size.y, pos.z), Vector3(0, -1, 0), terr.node, res); Ray::sortResults(res); if(!res.empty()){ placeUnit(res[0].pos); float angle = upVec.getAngleBetween(res[0].norm); Vector3 axis = upVec.cross(res[0].norm).norm(); Quaternion rotQuat = Quaternion(angle, axis); orientUnit(rotQuat * rot); } */ } void Vehicle::move(Order order) { navigate(order, 0.5 * Map::getSingleton()->getCellSize().x); if(type == UnitType::LAND) alignToSurface(); if(pathPoints.empty()) removeOrder(0); } //TODO add hover unit type //TODO cleanup debug pathpoint removal void Vehicle::preparePathpoints(Order order){ removeAllPathpoints(); Map *map = Map::getSingleton(); vector &cells = map->getCells(); int source = map->getCellId(pos); int dest = map->getCellId(order.targets[0].pos); if(type == UnitType::UNDERWATER || type == UnitType::SEA_LEVEL || type == UnitType::LAND){ Map::Cell::Type cellType = (type == UnitType::LAND ? Map::Cell::LAND : Map::Cell::WATER); bool canReach = (cells[source].type == cellType && cells[dest].type == cellType); if(!canReach) return; } Pathfinder *pathfinder = Pathfinder::getSingleton(); vector path = pathfinder->findPath(cells, source, dest, (int)type); Node *rootNode = Root::getSingleton()->getRootNode(); for(int p : path){ pathPoints.push_back(cells[p].pos); Box *b = new Box(Vector3::VEC_IJK); b->setMaterial(debugMat); Node *n = new Node(cells[p].pos); n->attachMesh(b); rootNode->attachChild(n); debugPathPoints.push_back(n); } } void Vehicle::removePathpoint(int i){ Node *rootNode = Root::getSingleton()->getRootNode(); Node *debugPathPointNode = debugPathPoints[i]; rootNode->dettachChild(debugPathPointNode); Mesh *mesh = debugPathPointNode->getMesh(0); mesh->setMaterial(nullptr); debugPathPoints.erase(debugPathPoints.begin() + i); delete debugPathPointNode; pathPoints.erase(pathPoints.begin() + i); } void Vehicle::removeAllPathpoints(){ while(!pathPoints.empty()) removePathpoint(); } }