Files
PlanetFleet/vehicle.cpp
T
2023-09-03 09:22:05 +03:00

177 lines
4.4 KiB
C++

#include <cmath>
#include <solUtil.h>
#include <util.h>
#include <ray.h>
#include <model.h>
#include <quaternion.h>
#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();
}
void Vehicle::halt(){
Unit::halt();
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;
}
pos = pos + dir * speed;
model->setPosition(pos);
}
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)
pathPoints.erase(pathPoints.begin());
else if(type == UnitType::UNDERWATER && fabs(pos.y - pathPoints[0].y) < 0.5 * height && pos.getDistanceFrom(linDest) <= destOffset)
pathPoints.erase(pathPoints.begin());
}
}
void Vehicle::alignToSurface(){
/*
Map *map = Map::getSingleton();
TerrainObject terr = map->getTerrainObject(0);
vector<Ray::CollisionResult> 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);
}
void Vehicle::preparePathpoints(Order order){
int srcObjId = 0, destObjId = 0;
Map *map = Map::getSingleton();
/*
for(int i = 1; i < map->getNumTerrainObjects(); i++){
if(map->isPointWithinTerrainObject(pos, i))
srcObjId = i;
if(map->isPointWithinTerrainObject(order.targets[0].pos, i))
destObjId = i;
}
*/
if(srcObjId != destObjId)
return;
int source = map->getCellId(pos, srcObjId);
int dest = map->getCellId(order.targets[0].pos, destObjId);
/*
Pathfinder *pathfinder = Pathfinder::getSingleton();
u32 **weights = map->getTerrainObject(srcObjId).weights;
vector<int> path = pathfinder->findPath(weights, map->getTerrainObject(srcObjId).numCells, source, dest);
bool impassibleNodePresent = false;
pathPoints.clear();
for(int i = 1; i < path.size(); i++)
if(!impassibleNodePresent && weights[path[i - 1]][path[i]] == pathfinder->getImpassibleNodeVal())
impassibleNodePresent = true;
if(!(impassibleNodePresent || path.empty()))
for(int p : path)
pathPoints.push_back(map->getTerrainObject(srcObjId).cells[p].pos);
*/
}
}