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📄 fpscontroller.cpp

📁 robocup rcssserver 运行防真机器人足球比赛所用的服务器端
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*-   this file is part of rcssserver3D   Fri May 9 2003   Copyright (C) 2003 Koblenz University   $Id: fpscontroller.cpp,v 1.13 2008/02/22 07:52:15 hedayat Exp $   This program is free software; you can redistribute it and/or modify   it under the terms of the GNU General Public License as published by   the Free Software Foundation; version 2 of the License.   This program is distributed in the hope that it will be useful,   but WITHOUT ANY WARRANTY; without even the implied warranty of   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the   GNU General Public License for more details.   You should have received a copy of the GNU General Public License   along with this program; if not, write to the Free Software   Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.*/#include "fpscontroller.h"#include <oxygen/physicsserver/body.h>#include <zeitgeist/logserver/logserver.h>using namespace boost;using namespace oxygen;using namespace salt;// define some magic number here for the static fps controller update// (while the simulation is paused). These should be made// configurable.nstatic const float STATIC_MIN_ANGLE_DELTA = 0.1f;static const float STATIC_MIN_VELOCITY = 1e-3;static const float STATIC_VELOCITY_DECAY = 0.8f;static const float STATIC_ACCELERATION = 0.01f;FPSController::FPSController() : BodyController(){    mHAngle   = 0.0f;    mHAngleDelta = 0.0f;    mVAngle   = 0.0f;    mVAngleDelta = 0.0f;    mForward  = false;    mBackward = false;    mLeft     = false;    mRight    = false;    mUp       = false;    mDown     = false;    mAcceleration = 10;}FPSController::~FPSController(){}voidFPSController::PrepareUpdate(Matrix& matrix, Matrix& fwd, Vector3f& vec){    // determine force direction    vec = Vector3f(0.0f,0.0f,0.0f);    if (mForward)  vec.y() += 1.0f;    if (mBackward) vec.y() -= 1.0f;    if (mRight)    vec.x() += 1.0f;    if (mLeft)     vec.x() -= 1.0f;    if (mUp)       vec.z() += 1.0f;    if (mDown)     vec.z() -= 1.0f;    // constrain angles    if(mVAngle > 88.0f)        {            mVAngle = 88.0f;        } else if(mVAngle<-88.0f)            {                mVAngle = -88.0f;            }    matrix.Identity();    float hAngle = gDegToRad(-mHAngle);    float vAngle = gDegToRad(-mVAngle);    matrix.RotationZ(hAngle);    matrix.RotateX(vAngle);    fwd.Identity();    fwd.RotationZ(hAngle);}void FPSController::PrePhysicsUpdateInternal(float /*deltaTime*/){    if (mBody.get() == 0)    {        return;    }    Matrix matrix;    Matrix fwd;    Vector3f vec;    PrepareUpdate(matrix, fwd, vec);    mBody->SetRotation(matrix);    if (vec.SquareLength() > 0)        {            float force = mBody->GetMass() * mAcceleration;            vec *= force;            mBody->AddForce(vec.y() * fwd.Up());            mBody->AddForce(vec.x() * fwd.Right());            mBody->AddForce(vec.z() * Vector3f(0,0,1));        }    mHAngleDelta = 0.0;    mVAngleDelta = 0.0;}bool FPSController::NeedStaticUpdate() const{    if (mBody.get() == 0)        {            return false;        }    return (            (mForward) ||            (mBackward) ||            (mRight) ||            (mLeft) ||            (mUp) ||            (mDown) ||            (gAbs(mHAngleDelta) >= STATIC_MIN_ANGLE_DELTA) ||            (gAbs(mVAngleDelta) >= STATIC_MIN_ANGLE_DELTA) ||            (mBody->GetVelocity().Length() > STATIC_MIN_VELOCITY)            );}void FPSController::UpdateStatic(float deltaTime){    if (mBody.get() == 0)        {            return;        }    Matrix matrix;    Matrix fwd;    Vector3f vec;    PrepareUpdate(matrix, fwd, vec);    mBody->SetRotation(matrix);    Vector3f bodyVel = mBody->GetVelocity() + (deltaTime * vec * STATIC_ACCELERATION);    bodyVel *= STATIC_VELOCITY_DECAY;    Vector3f velocity =        vec.y() * fwd.Up() +        vec.x() * fwd.Right() +        vec.z() * Vector3f(0,0,1);    matrix.Pos() = mBody->GetPosition() + velocity * bodyVel.Length();    mBody->SetPosition(matrix.Pos());    mBody->SetVelocity(velocity);    shared_ptr<BaseNode> bodyParent = shared_static_cast<BaseNode>        (make_shared(mBody->GetParent()));    if (bodyParent.get() != 0)        {            mBody->SynchronizeParent();            bodyParent->UpdateHierarchy();        }    mHAngleDelta = 0.0;    mVAngleDelta = 0.0;}void FPSController::AdjustHAngle(const float delta){    mHAngle += delta;    mHAngleDelta += delta;}void FPSController::AdjustVAngle(const float delta){    mVAngle += delta;    mVAngleDelta += delta;}void FPSController::SetHAngleDeg(const float angleDeg){    mHAngle = angleDeg;    mHAngleDelta = 0.0;}void FPSController::SetVAngleDeg(const float angleDeg){    mVAngle = angleDeg;    mVAngleDelta = 0.0;}void FPSController::Forward(const bool state){    mForward = state;}void FPSController::Backward(const bool state){    mBackward = state;}void FPSController::StrafeLeft(const bool state){    mLeft = state;}void FPSController::StrafeRight(const bool state){    mRight= state;}void FPSController::Up(const bool state){    mUp = state;}void FPSController::Down(const bool state){    mDown = state;}void FPSController::SetAcceleration(const float accel){    mAcceleration = accel;}float FPSController::GetAcceleration() const{    return mAcceleration;}

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