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forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/components/UnitMotionFlying.js
2011-06-28 18:26:29 +00:00

202 lines
5.9 KiB
JavaScript

// (A serious implementation of this might want to use C++ instead of JS
// for performance; this is just for fun.)
function UnitMotionFlying() {}
UnitMotionFlying.prototype.Schema =
"<element name='MaxSpeed'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='AccelRate'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='TurnRate'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='OvershootTime'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='FlyingHeight'>" +
"<data type='decimal'/>" +
"</element>" +
"<element name='ClimbRate'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>";
UnitMotionFlying.prototype.Init = function()
{
this.hasTarget = false;
this.reachedTarget = false;
this.targetX = 0;
this.targetZ = 0;
this.targetMinRange = 0;
this.targetMaxRange = 0;
this.speed = 0;
};
UnitMotionFlying.prototype.OnUpdate = function(msg)
{
var turnLength = msg.turnLength;
if (!this.hasTarget)
return;
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var pos = cmpPosition.GetPosition();
var angle = cmpPosition.GetRotation().y;
var canTurn = true;
// If we haven't reached max speed yet then we're still on the ground;
// otherwise we're taking off or flying
if (this.speed < this.template.MaxSpeed)
{
// Accelerate forwards
this.speed = Math.min(this.template.MaxSpeed, this.speed + turnLength*this.template.AccelRate);
canTurn = false;
// Clamp to ground if below it, or descend if above
var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
var ground = cmpTerrain.GetGroundLevel(pos.x, pos.z);
if (pos.y < ground)
pos.y = ground;
else if (pos.y > ground)
pos.y = Math.max(ground, pos.y - turnLength*this.template.ClimbRate);
cmpPosition.SetHeightFixed(pos.y);
}
else
{
// Climb/sink to max height above ground
var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
var ground = cmpTerrain.GetGroundLevel(pos.x, pos.z);
var targetHeight = ground + (+this.template.FlyingHeight);
if (pos.y < targetHeight)
pos.y = Math.min(targetHeight, pos.y + turnLength*this.template.ClimbRate);
else if (pos.y > targetHeight)
pos.y = Math.max(targetHeight, pos.y - turnLength*this.template.ClimbRate);
cmpPosition.SetHeightFixed(pos.y);
}
// If we're in range of the target then tell people that we've reached it
// (TODO: quantisation breaks this)
var distFromTarget = Math.sqrt(Math.pow(this.targetX - pos.x, 2) + Math.pow(this.targetZ - pos.z, 2));
if (!this.reachedTarget && this.targetMinRange <= distFromTarget && distFromTarget <= this.targetMaxRange)
{
this.reachedTarget = true;
Engine.PostMessage(this.entity, MT_MotionChanged, { "starting": false, "error": false });
}
// If we're facing away from the target, and are still fairly close to it,
// then carry on going straight so we overshoot in a straight line
var isBehindTarget = ((this.targetX - pos.x)*Math.sin(angle) + (this.targetZ - pos.z)*Math.cos(angle) < 0);
if (isBehindTarget && distFromTarget < this.template.MaxSpeed*this.template.OvershootTime)
{
// Overshoot the target: carry on straight
canTurn = false;
}
if (canTurn)
{
// Turn towards the target
var targetAngle = Math.atan2(this.targetX - pos.x, this.targetZ - pos.z);
var delta = targetAngle - angle;
// Wrap delta to -pi..pi
delta = (delta + Math.PI) % (2*Math.PI); // range -2pi..2pi
if (delta < 0) delta += 2*Math.PI; // range 0..2pi
delta -= Math.PI; // range -pi..pi
// Clamp to max rate
var deltaClamped = Math.min(Math.max(delta, -this.template.TurnRate*turnLength), this.template.TurnRate*turnLength);
// Calculate new orientation, in a peculiar way in order to make sure the
// result gets close to targetAngle (rather than being n*2*pi out)
angle = targetAngle + deltaClamped - delta;
}
pos.x += this.speed * turnLength * Math.sin(angle);
pos.z += this.speed * turnLength * Math.cos(angle);
cmpPosition.TurnTo(angle);
cmpPosition.MoveTo(pos.x, pos.z);
};
UnitMotionFlying.prototype.MoveToPointRange = function(x, z, minRange, maxRange)
{
this.hasTarget = true;
this.reachedTarget = false;
this.targetX = x;
this.targetZ = z;
this.targetMinRange = minRange;
this.targetMaxRange = maxRange;
return true;
};
UnitMotionFlying.prototype.MoveToTargetRange = function(target, minRange, maxRange)
{
var cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
return false;
var targetPos = cmpTargetPosition.GetPosition2D();
this.hasTarget = true;
this.reachedTarget = false;
this.targetX = targetPos.x;
this.targetZ = targetPos.y;
this.targetMinRange = minRange;
this.targetMaxRange = maxRange;
return true;
};
UnitMotionFlying.prototype.IsInTargetRange = function(target, minRange, maxRange)
{
var cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
return false;
var targetPos = cmpTargetPosition.GetPosition2D();
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var pos = cmpPosition.GetPosition2D();
var distFromTarget = Math.sqrt(Math.pow(targetPos.x - pos.x, 2) + Math.pow(targetPos.y - pos.y, 2));
if (minRange <= distFromTarget && distFromTarget <= maxRange)
return true;
return false;
};
UnitMotionFlying.prototype.GetWalkSpeed = function()
{
return +this.template.MaxSpeed;
};
UnitMotionFlying.prototype.GetRunSpeed = function()
{
return this.GetWalkSpeed();
};
UnitMotionFlying.prototype.FaceTowardsPoint = function(x, z)
{
// Ignore this - angle is controlled by the target-seeking code instead
};
UnitMotionFlying.prototype.StopMoving = function()
{
// Ignore this - we can never stop moving
};
UnitMotionFlying.prototype.SetDebugOverlay = function(enabled)
{
};
Engine.RegisterComponentType(IID_UnitMotion, "UnitMotionFlying", UnitMotionFlying);