rotated_climb. For example tanks are rotated along the x- and z-axis when driving up or down a hill ...

This commit is contained in:
Titus Tscharntke 2011-07-11 23:59:16 +00:00
parent c108663f02
commit 9bc26f418d
3 changed files with 135 additions and 9 deletions

View File

@ -3477,8 +3477,15 @@ void Renderer::renderUnits(const int renderFps) {
glTranslatef(currVec.x, currVec.y, currVec.z);
//rotate
float zrot=unit->getRotationZ();
float xrot=unit->getRotationX();
if(zrot!=.0f){
glRotatef(zrot, 0.f, 0.f, 1.f);
}
if(xrot!=.0f){
glRotatef(xrot, 1.f, 0.f, 0.f);
}
glRotatef(unit->getRotation(), 0.f, 1.f, 0.f);
glRotatef(unit->getVerticalRotation(), 1.f, 0.f, 0.f);
//dead alpha
float alpha= 1.0f;

View File

@ -252,6 +252,12 @@ Unit::Unit(int id, UnitPathInterface *unitpath, const Vec2i &pos, const UnitType
usePathfinderExtendedMaxNodes = false;
this->currentAttackBoostOriginatorEffect.skillType = NULL;
float targetRotationZ=.0f;
float targetRotationX=.0f;
float rotationZ=.0f;
float rotationX=.0f;
RandomGen random;
if(map->isInside(pos) == false || map->isInsideSurface(map->toSurfCoords(pos)) == false) {
@ -468,15 +474,118 @@ Vec2i Unit::getCellPos() const {
return pos;
}
float Unit::getVerticalRotation() const{
/*if(type->getProperty(UnitType::pRotatedClimb) && currSkill->getClass()==scMove){
float heightDiff= map->getCell(pos)->getHeight() - map->getCell(targetPos)->getHeight();
float dist= pos.dist(targetPos);
return radToDeg(streflop::atan2(heightDiff, dist));
}*/
return 0.f;
void Unit::calculateXZRotation(){
//if(type->getProperty(UnitType::pRotatedClimb) && currSkill->getClass()==scMove){
//if(currSkill->getClass()==scMove)
if(lastPos != pos){ // targetPosCalc ( maybe also sometimes needed if no move ? terrain flatting... )
SurfaceCell* sc= map->getSurfaceCell(Map::toSurfCoords(pos));
const Vec3f normal= sc->getNormal();
float targetRotationZ= radToDeg(streflop::atan2(abs(normal.x), abs(normal.y)));
if((normal.y < 0 || normal.x < 0) && !(normal.y < 0 && normal.x < 0)){
targetRotationZ= targetRotationZ * -1;
}
targetRotationZ= targetRotationZ * -1;
targetRotationX= radToDeg(streflop::atan2(abs(normal.z), abs(normal.y)));
if((normal.y < 0 || normal.z < 0) && !(normal.y < 0 && normal.z < 0)){
targetRotationX= targetRotationX * -1;
}
}
//For smooth rotation we now softly adjust the angle
int adjustStep= 2;
if(rotationZ < targetRotationZ){
if(rotationZ + adjustStep > targetRotationZ){
rotationZ= targetRotationZ;
}
else{
rotationZ= rotationZ + adjustStep;
}
}
else if(rotationZ > targetRotationZ){
if(rotationZ - adjustStep < targetRotationZ){
rotationZ= targetRotationZ;
}
else{
rotationZ= rotationZ - adjustStep;
}
}
if(rotationX < targetRotationX){
if(rotationX + adjustStep > targetRotationX){
rotationX= targetRotationX;
}
else{
rotationX= rotationX + adjustStep;
}
}
else if(rotationX > targetRotationX){
if(rotationX - adjustStep < targetRotationX){
rotationX= targetRotationX;
}
else{
rotationX= rotationX - adjustStep;
}
}
}
float Unit::getRotationZ() const{
return rotationZ;
}
float Unit::getRotationX() const{
return rotationX;
}
//float Unit::getRotationZ() const{
// //if(type->getProperty(UnitType::pRotatedClimb) && currSkill->getClass()==scMove){
// //if(currSkill->getClass()==scMove)
// {
// SurfaceCell* sc=map->getSurfaceCell(Map::toSurfCoords(pos));
// const Vec3f normal=sc->getNormal();
// //printf("normal x y z %f %f %f \n",normal.x,normal.y,normal.z );
//
//
// float result=radToDeg(streflop::atan2(abs(normal.x), abs(normal.y)));
// //printf("pre result=%f\n",result);
// if((normal.y<0 || normal.x<0)&& !(normal.y<0 && normal.x<0))
// result=result*-1;
//
// result=result*-1;
// //printf("heightDiff=%f xdiff=%f zdiff=%f grad=%f result=%f rotation=%f \n",heightDiff,xdiff,zdiff, radToDeg(streflop::atan2(heightDiff, xdiff)),result,rotation);
// return result;
// }
// //else
// return 0.f;
//}
//
//float Unit::getRotationX() const{
// //if(type->getProperty(UnitType::pRotatedClimb) && currSkill->getClass()==scMove){
// //if(currSkill->getClass()==scMove)
// {
// SurfaceCell* sc=map->getSurfaceCell(Map::toSurfCoords(pos));
// const Vec3f normal=sc->getNormal();
// //printf("normal x y z %f %f %f \n",normal.x,normal.y,normal.z );
//
//
// float result=radToDeg(streflop::atan2(abs(normal.z), abs(normal.y)));
// //printf("pre result=%f\n",result);
// if((normal.y<0 || normal.z<0)&& !(normal.y<0 && normal.z<0))
// result=result*-1;
//
// //result=result*-1;
// //printf("heightDiff=%f xdiff=%f zdiff=%f grad=%f result=%f rotation=%f \n",heightDiff,xdiff,zdiff, radToDeg(streflop::atan2(heightDiff, xdiff)),result,rotation);
// return result;
// }
// //else
// return 0.f;
//}
int Unit::getProductionPercent() const{
if(anyCommand()){
const ProducibleType *produced= commands.front()->getCommandType()->getProduced();
@ -1392,6 +1501,10 @@ bool Unit::update() {
}
}
if(type->getProperty(UnitType::pRotatedClimb)){
calculateXZRotation();
}
if(Renderer::getInstance().validateParticleSystemStillExists(fire,rsGame) == false) {
fire = NULL;
}

View File

@ -304,6 +304,10 @@ private:
float lastRotation; //in degrees
float targetRotation;
float rotation;
float targetRotationZ;
float targetRotationX;
float rotationZ;
float rotationX;
const UnitType *type;
const ResourceType *loadType;
@ -418,7 +422,8 @@ public:
const SkillType *getCurrSkill() const {return currSkill;}
const TotalUpgrade *getTotalUpgrade() const {return &totalUpgrade;}
float getRotation() const {return rotation;}
float getVerticalRotation() const;
float getRotationX() const;
float getRotationZ() const;
ParticleSystem *getFire() const {return fire;}
int getKills() const {return kills;}
int getEnemyKills() const {return enemyKills;}
@ -576,6 +581,7 @@ public:
private:
float computeHeight(const Vec2i &pos) const;
void calculateXZRotation();
void updateTarget();
void clearCommands();
void deleteQueuedCommand(Command *command);