[Orxonox-commit 7048] r11667 - in code/branches/AsteroidMining_HS17: data/levels src/modules/asteroidmining

remartin at orxonox.net remartin at orxonox.net
Tue Dec 12 20:29:53 CET 2017


Author: remartin
Date: 2017-12-12 20:29:52 +0100 (Tue, 12 Dec 2017)
New Revision: 11667

Modified:
   code/branches/AsteroidMining_HS17/data/levels/AsteroidFarming.oxw
   code/branches/AsteroidMining_HS17/src/modules/asteroidmining/AsteroidMinable.cc
   code/branches/AsteroidMining_HS17/src/modules/asteroidmining/AsteroidMinable.h
   code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidBelt.cc
   code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidBelt.h
   code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidField.cc
   code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidField.h
Log:
Added tilting for the spicedAsteroidBelt. Finished commenting, polish up. Done. 

Modified: code/branches/AsteroidMining_HS17/data/levels/AsteroidFarming.oxw
===================================================================
--- code/branches/AsteroidMining_HS17/data/levels/AsteroidFarming.oxw	2017-12-12 16:43:22 UTC (rev 11666)
+++ code/branches/AsteroidMining_HS17/data/levels/AsteroidFarming.oxw	2017-12-12 19:29:52 UTC (rev 11667)
@@ -61,7 +61,6 @@
     <PickupSpawner pickup=destroycarriermetapickup position="50,75,-125" triggerDistance="10" respawnTime="5" maxSpawnedItems="10" />
 
     <!-- Drone pickup -->
-    
     <PickupSpawner pickup=dronepickup position="-25,100,-125" triggerDistance="10" respawnTime="30" maxSpawnedItems="10" />
 
 
@@ -98,18 +97,19 @@
     </Pawn>
 
 
-    <!-----AsteroidMinable --->
+    <!-- AsteroidMinable -->
     <AsteroidMinable size=15 position="0,-500,0" />
     <AsteroidMinable size=5 position="100,-500,100" />
     <AsteroidMinable size=50 position="500,-500, 500" />
     <AsteroidMinable size=30 position="-100, -500, -100" velocity= "0, -30, 0"/>
 
-    <!--- SpicedAsteroidField -->
-    <SpicedAsteroidField count=30 mDensity= 0.5 maxSize=40 minSize=1 position="5000, 0, 0" radius=1000 velocity="-100,0,0"/>
+    <!-- SpicedAsteroidField -->
+    <SpicedAsteroidField count=30 mDensity= 0.5 maxSize=40 minSize=1 position="5000, 0, 0" radius=1000 velocity="0,0,0"/>
 
 
     <!-- Asteroid Belt with a planet -->
-    <SpicedAsteroidBelt position="-15000,0,0" mDensity=0.3 yaw=90 pitch=90 roll=90 segments=30 minSize=1 maxSize=50 radius0=7190 radius1 = 7800 count=250/>
+
+    <SpicedAsteroidBelt position="-15000,0,0" mDensity=0.3 segments=50 minSize=1 maxSize=50 radius0=7190 radius1 = 7800 count=250 tiltBy=0.5 tiltAt=0/>
     <Planet
       position="-15000,0,0"
       scale="5000"
@@ -138,6 +138,5 @@
 
 
 
-
   </Scene>
 </Level>

Modified: code/branches/AsteroidMining_HS17/src/modules/asteroidmining/AsteroidMinable.cc
===================================================================
--- code/branches/AsteroidMining_HS17/src/modules/asteroidmining/AsteroidMinable.cc	2017-12-12 16:43:22 UTC (rev 11666)
+++ code/branches/AsteroidMining_HS17/src/modules/asteroidmining/AsteroidMinable.cc	2017-12-12 19:29:52 UTC (rev 11667)
@@ -28,85 +28,47 @@
 
 /*
 
-    @file AsteroidMinable.cc
+    @file
+    @author remartin
+    @brief An asteroid which can be destroyed. Some smaller asteroids are created and a pickup spawns. 
 
-*
-*
-* An asteroid which can be destroyed. Some smaller asteroids are created and a pickup 
-* spawns. 
-*
-*
-*
+HANDBUCH:
+o Die Collision Shape kann nur im Konstruktor hinzugefügt werden. Die XML-Argumente werden aber erst nach dem Konstruktor gesetzt. 
+  Darum wird hier beim ersten Aufruf der tick()-Methode via putStuff() ein komplett neuer Asteroid generiert und der alte zerstört. 
+o im Level-File includes/pickups.oxi importieren. 
 
-*/
-
-/*
-Veraenderungstagebuch
-++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
-
-KNACKPUNKTE: 
-o Super-XML-Argumente werden nicht richtig geparst (Velocity, Pitch, Yaw etc. ) 
-
-
-OFFEN: 
-
-o Add custom pickup 'resources'. Weird template stuff -> Problems setting 'size' and other properties? setNumber of Resources. 
---> PickupTemplateName_ in PickupSpawner ist ein string. Wird via getBaseClassIdentifier ausgelesen, daraus wird ein Pickupable fabriziert. 
---> MunitionPickup erbt von Pickup erbt von collectiblePickup erbt von Pickupable
-----> im MineralsPickup die isPickedUp()-Methode überschreiben? 
---> data_extern/images/effects: PNG's für die Pickups und GUI-Dinger. 
+OFFEN/Weiterentwicklung: 
+o @TODO Add resource pickups. 
+--> data_extern/images/effects: PNG's für die Pickups
 --> https://www.orxonox.net/jenkins/view/Management/job/orxonox_doxygen_trunk/javadoc/group___pickup.html
 
-o Anfangsgeschwindigkeit fuers Asteroidenfeld
 o Density doesn't add up to 1...
-o set collisionDamage? Just for static entities?
-
-o Dokumentieren mit @brief?
-o unregister -empty- asteroids from radar. (or turn them green or whatever)
+o Does collision damage work properly
 o Add sound effect (crunching etc. ) (No sound in space...)
 o Explosion parts
 
-HANDBUCH:
-o im Level-File includes/pickups.oxi importieren. 
-o Bei der XML-Variante wird beim ersten Aufruf der Tick-Methode ein neuer Asteroid generiert, 
-  damit die Groesse der Collision Shape korrekt initialisiert wird. 
-
-FREMDANPASSUNGEN: 
+ANDERORTS VERÄNDERTE SACHEN: 
 Pickup-Zeug: 
-o Pickup.h: Zugriffsänderung createSpawner
+o Pickup.h: createSpawner() neu public statt private
 o PickupSpawner.h: Zugriffsrechte setPickupTemplateName() und setMaxSpawnedItems()
-o PickupSpawner.h: In Tick() zwei Testbedingungen eingefuegt. 
+o PickupSpawner.h: In Tick() zwei Testbedingungen eingefügt.
 o Pawn.h: Attribut acceptsPickups_ inklusive get/set. 
 
 ERLEGTE FEHLER:
-o Rand() geht bis zu riesigen Nummern! 
-o Pickupgenerierung: vgl. Fremdanpassungen. 
-o Minimalbegrenzung fuer Masse vergessen. 
-o Dynamische Definition -> putStuff-Methode, Werte noch nicht durchgesickert. 
-o Error-Nachricht: Einfach Argumente leer lassen. 
-o Pickups: setMaxSpawned funktioniert nicht -> Bastelloesung: Auf 2 statt eins setzen, erstes wird wohl direkt zerstoert. 
-o setHealth: Wird mit Max verwurstelt, war 0. 
-o Position nicht gesetzt -> alles im Ursprung, Kollision -> fliegt davon. 
-o nimmt zuviel Schaden. -> wird mit maxHealth verwurstelt -> einfach auch setzen. 
-
-o Groessenabhaengige Collison shape: Umweg ueber zweiten Konstruktor. 
-o Absturz beim Asteroidengenerieren: Health war auf 0 gesetzt! Wurde nur bei der xml-Variante definiert. 
+o Grössenabhängige Collision Shape -> putStuff-Methode, Werte noch nicht durchgesickert. 
+o setHealth: maxHealth() des pawns setzen! 
 o Asteroiden fressen Pickups: Argument in Pawn, Test darauf in Tick() von PickupSpawner. 
-o Man kann keine Arrays der Groesse 0 initialisieren, aber auch nicht per IF 2x definieren. 
 o i++ einfach ganz verhindern, ++i stattdessen. 
-o Discusting mixup with array length, accessing element a[len]...
-o unitialised mass value -> obese asteroid, physics bug. 
+o Velocity didn-t get passed properly through the 2nd constructor. Used get/set instead. 
+o Rand() geht bis zu riesigen Nummern! rnd() ist zwischen 0 und 1
 
-
 NOTIZEN:
-o SUPER entspricht ueberladen, andere Argumente der Methode. 
+o SUPER
 o Warnungsverhinderung anderswo: (void)pickedUp; // To avoid compiler warning.
+o friend class Pickupable;
 
-Was ist das?         friend class Pickupable;
 
 
-
 */
 
 
@@ -149,20 +111,17 @@
         this->maxHealth_ = this->health_;
         this->acceptsPickups_ = false; 
 
-        //Noetig, damit nicht sofort zerstoert?
         this->setCollisionType(WorldEntity::CollisionType::Dynamic);
         this->enableCollisionCallback();
 
-
         // Old from Pawn
         this->registerVariables();
 
         this->initialised = false;
-
     }
 
     // @brief Use this constructor with care. Mainly used internally, arguments are passed directly. 
-    AsteroidMinable::AsteroidMinable(Context* c, float size, Vector3 position, Vector3 v, bool dropStuff) : Pawn(c){
+    AsteroidMinable::AsteroidMinable(Context* c, float size, Vector3 position, bool dropStuff) : Pawn(c){
 
         RegisterObject(AsteroidMinable);
 
@@ -171,7 +130,9 @@
             this->setRadarObjectColour(ColourValue(1.0f, 1.0f, 0.0f, 1.0f));
             this->setRadarObjectShape(RadarViewable::Shape::Dot);
         }else{
-            // Somehow remove from radar?
+            // Somehow remove from radar? (all pawns get registered automatically... )
+            this->setRadarObjectColour(ColourValue(0.663f, 0.663f, 0.663f, 1.0f));
+            this->setRadarObjectShape(RadarViewable::Shape::Dot);
         }
 
         this->context = c;
@@ -183,13 +144,11 @@
         this->dropStuff = dropStuff; 
 
         this->setPosition(position);
-        this->setVelocity(v); 
         //this->roll = rand()*5; //etwas Drehung. Richtige Variable?
 
         this->setCollisionType(WorldEntity::CollisionType::Dynamic);
         this->enableCollisionCallback();
 
-
         // Add Model, random one of the 6 shapes
         Model* hull = new Model(this->context);
         char meshThingy[] = "";
@@ -213,12 +172,14 @@
 
     }
 
-    // @brief Helper method. Create a new asteroid to have an appropriate size for the collision shape etc. 
+    // @brief Helper method. 
     void AsteroidMinable::putStuff(){
 
-        // Just create a new asteroid to avoid Collision shape scale problems etc. 
-        AsteroidMinable* reborn = new AsteroidMinable(this->context, this->size, this->getPosition(), this->getVelocity(), this->dropStuff);
+        AsteroidMinable* reborn = new AsteroidMinable(this->context, this->size, this->getPosition(), this->dropStuff);
+        reborn->setVelocity(this->getVelocity());
+        // reborn->setAngularVelocity(this->getAngularVelocity()); // Add all other stuff, too?
         (void)reborn; // avoid compiler warning
+
         this->bAlive_ = false;
         this->destroyLater();
 
@@ -257,7 +218,7 @@
 
     }
 
-    void AsteroidMinable::death(){ // ueberschreibt das Zeug in Pawn
+    void AsteroidMinable::death(){ // @brief Überschreibt die Methode in Pawn
 
         // just copied that from somewhere else. 
         this->bAlive_ = false;
@@ -267,10 +228,10 @@
         // this->goWithStyle();
 
 
-        // Pickups which can be harvested. 
+        // Pickups which can be harvested. It's munition at the moment, could be changed/extended. 
         if(dropStuff){
             PickupSpawner* thingy = new PickupSpawner(this->context);
-            // OFFEN: more precise size relation in custom resource pickup. 
+
             char tname[] = ""; // can-t overwrite strings easily in C (strcat etc.)
             if(this->size <= 5){
                 strcat(tname, "smallmunitionpickup");
@@ -290,20 +251,18 @@
 
     }
 
+// @brief If the option generateSmaller is enabled, individual fragments are added with this method. 
+    void AsteroidMinable::spawnChildren(){
 
-void AsteroidMinable::spawnChildren(){// Spawn smaller Children 
-
     if (this->size <=1){return;} // Absicherung trivialer Fall
 
     int massRem = this->size-1; //some mass is lost
     int num = round(rnd()*(massRem-1)) + 1; // random number of children, at least one
-    if(num > 10){num = 10;} // no max function in C!
-    int masses[num]; // Masses of the asteroids, at least one. 
-
+    if(num > 10){num = 10;} // no max function in C? 
+    int masses[num]; // Masses of the asteroids
     // orxout() << "SpawnChildren(): Passed basic stuff. num = " << num << "; massRem(total) = "<< massRem << endl;
+    massRem = massRem-num; // mass must be at least one, add later.  
 
-    massRem = massRem-num; // mass is at least one, add again below. 
-
     // Randomnised spawning points for the new asteroids
     float phi[num]; 
     float theta[num]; 
@@ -347,8 +306,8 @@
     //orxout() << "SpawnChildren(): Theta: "; printArrayString(theta);
     //orxout() << "SpawnChildren(): Passed angle stuff. " << endl;
 
-    // 'Triangular', discrete probability "density" with max at the expected value massRem/num at a. a+b = c
-    if(massRem>0){ // Required to avoid array of size 0 or access problems
+    // Triangular, discrete probability "density" with max at the average value massRem/num. 50% chance to be below that. 
+    if(massRem>0){
         int c = massRem;
         float probDensity[c];
 
@@ -371,21 +330,22 @@
         // orxout() << "Sum of densities should b 1, it is: " << sum << endl;
 
         // Distributing the mass to individual asteroids
-        int result;
-        float rVal;// between 0 and 1
-        float probSum;
+        int result; 
+        float rVal; // between 0 and 1
+        float probSum; // summing up until rval is reached. 
         for(int trav = 0; trav<num; ++trav){
-            result = 0;// reset
-            rVal = rnd();// between 0 and 1
+            result = 0;
+            rVal = rnd(); 
             probSum = probDensity[0]; 
 
-            while(rVal>probSum && result<massRem){// Not yet found && there-s smth left to distribute (Incrementing once inside!)
+            while(rVal>probSum && result<massRem){// Not yet found && there-s smth left to distribute (Incrementing inside!)
                 if(result<(massRem-2)){probSum = probSum + probDensity[result+1];} // avoid logical/acess error
                 ++result;
             }
 
+            masses[trav] = 1 +result; // Fragments have mass of at least one. 
             massRem = massRem-result;
-            masses[trav] = 1 +result; // Fragments have mass of at least one. 
+
         }
     }else{
         for(int schnaegg = 0; schnaegg<num; ++schnaegg){masses[schnaegg] = 1;}
@@ -403,7 +363,8 @@
             pos = new Vector3(r*sin(theta[fisch])*cos(phi[fisch]), r*sin(theta[fisch])*sin(phi[fisch]), r*cos(theta[fisch])); // convert spheric coordinates to vector
         }
         
-        AsteroidMinable* child = new AsteroidMinable(this->context, masses[fisch], this->getPosition() + *pos, this->getVelocity(), this->dropStuff);
+        AsteroidMinable* child = new AsteroidMinable(this->context, masses[fisch], this->getPosition() + *pos, this->dropStuff);
+        child->setVelocity(this->getVelocity());
 
         if(child == nullptr){
             orxout(internal_error, context::pickups) << "Weird, can't create new AsteroidMinable." << endl;
@@ -413,19 +374,14 @@
     // orxout() << "Leaving spawnChildren() method. " << endl;
 }
 
-
+// @brief overloading that to prevent asteroids from taking damage from each other (domino effect etc. ) 
     void AsteroidMinable::hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage){
 
-        orxout() << "AsteroidMining::Hit(Variante 1) Dings aufgerufen. " << endl;
-
-        // Kollision mit anderem Asteroid oder Pickup verhindern. In diesem Fall einfach nichts tun. 
-        // Wird staending aufgerufen -> Rechenleistung?
+        // orxout() << "AsteroidMining::Hit(Variante 1) Dings aufgerufen. " << endl; 
         if(orxonox_cast<AsteroidMinable*>(originator) || orxonox_cast<Pickup*>(originator)){return;}
         this->damage(damage, healthdamage, shielddamage, originator, cs);
         this->setVelocity(this->getVelocity() + force);
 
-
-
         // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))// && (!this->getController() || !this->getController()->getGodMode()) )
         // {
         //     this->damage(damage, healthdamage, shielddamage, originator, cs);
@@ -433,20 +389,13 @@
         // }
     }
 
+// @brief overloading that to prevent asteroids from taking damage from each other (domino effect etc. ) 
     void AsteroidMinable::hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage){
 
         //orxout() << "AsteroidMining::Hit(Variante 2) Dings aufgerufen. " << endl;
-        // Kollision mit anderem Asteroid oder Pickup (OFFEN: evtl. Spawner oder irgendwas?) verhindern. In diesem Fall einfach nichts tun. 
-        // Wird staending aufgerufen -> Rechenleistung?
         if(orxonox_cast<AsteroidMinable*>(originator) || orxonox_cast<Pickup*>(originator)){return;}
-
-        //orxout() << "Schaden. HP: " << this->health_ << " Dmg: " << damage << " hDmg: " << healthdamage << " sDmg: " << shielddamage << endl;
-
         this->damage(damage, healthdamage, shielddamage, originator, cs);
 
-
-
-
         // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))// && (!this->getController() || !this->getController()->getGodMode()) )
         // {
         //     this->damage(damage, healthdamage, shielddamage, originator, cs);

Modified: code/branches/AsteroidMining_HS17/src/modules/asteroidmining/AsteroidMinable.h
===================================================================
--- code/branches/AsteroidMining_HS17/src/modules/asteroidmining/AsteroidMinable.h	2017-12-12 16:43:22 UTC (rev 11666)
+++ code/branches/AsteroidMining_HS17/src/modules/asteroidmining/AsteroidMinable.h	2017-12-12 19:29:52 UTC (rev 11667)
@@ -28,9 +28,46 @@
 
 
 /**
-    @file AsteroidMinable.h
 
+    @file
+    @author remartin
+    @brief An asteroid which can be destroyed. Some smaller asteroids are created and a pickup spawns. 
 
+HANDBUCH:
+o Die Collision Shape kann nur im Konstruktor hinzugefügt werden. Die XML-Argumente werden aber erst nach dem Konstruktor gesetzt. 
+  Darum wird hier beim ersten Aufruf der tick()-Methode via putStuff() ein komplett neuer Asteroid generiert und der alte zerstört. 
+o im Level-File includes/pickups.oxi importieren. 
+
+OFFEN/Weiterentwicklung: 
+o @TODO Add resource pickups. 
+--> data_extern/images/effects: PNG's für die Pickups
+--> https://www.orxonox.net/jenkins/view/Management/job/orxonox_doxygen_trunk/javadoc/group___pickup.html
+
+o Density doesn't add up to 1...
+o Does collision damage work properly
+o Add sound effect (crunching etc. ) (No sound in space...)
+o Explosion parts
+
+ANDERORTS VERÄNDERTE SACHEN: 
+Pickup-Zeug: 
+o Pickup.h: createSpawner() neu public statt private
+o PickupSpawner.h: Zugriffsrechte setPickupTemplateName() und setMaxSpawnedItems()
+o PickupSpawner.h: In Tick() zwei Testbedingungen eingefügt.
+o Pawn.h: Attribut acceptsPickups_ inklusive get/set. 
+
+ERLEGTE FEHLER:
+o Grössenabhängige Collision Shape -> putStuff-Methode, Werte noch nicht durchgesickert. 
+o setHealth: maxHealth() des pawns setzen! 
+o Asteroiden fressen Pickups: Argument in Pawn, Test darauf in Tick() von PickupSpawner. 
+o i++ einfach ganz verhindern, ++i stattdessen. 
+o Velocity didn-t get passed properly through the 2nd constructor. Used get/set instead. 
+o Rand() geht bis zu riesigen Nummern! rnd() ist zwischen 0 und 1
+
+NOTIZEN:
+o SUPER
+o Warnungsverhinderung anderswo: (void)pickedUp; // To avoid compiler warning.
+o friend class Pickupable;
+
 */
 
 #ifndef _AsteroidMinable_H__
@@ -47,15 +84,16 @@
 
 #include "../../orxonox/worldentities/pawns/Pawn.h"
 
-namespace orxonox
-{
+namespace orxonox{
 
 
     class _OrxonoxExport AsteroidMinable : public Pawn{ 
 
         public:
-            AsteroidMinable(Context* context);// @brief This constructor is for XML access only!
-            AsteroidMinable(Context* c, float size, Vector3 position, Vector3 velocity, bool dS);// @brief Call this Constructor from other C-files.
+            // @brief This constructor is for XML access only!
+            AsteroidMinable(Context* context);
+            // @brief Call this Constructor from other C-files.
+            AsteroidMinable(Context* c, float size, Vector3 position, bool dS);
 
             virtual ~AsteroidMinable();
             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
@@ -62,7 +100,7 @@
             virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode) override;
             virtual void tick(float dt) override;
 
-            // @brief Overwrite to prevet 'self-collision' of generated stuff
+            // @brief overloading that to prevent asteroids from taking damage from each other (domino effect etc. ) 
             virtual void hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
             virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
 
@@ -79,30 +117,30 @@
 
             Context* context;
 
-            int size;
-            bool generateSmaller;
-            bool dropStuff;
+            int size; //!< Implies health and type of dropped pickups
+            bool generateSmaller; //!< Whether this asteroid leaves fragments
+            bool dropStuff; //!< Whether this asteroid yields valuable stuff
 
-            bool initialised;
-
+            // @brief Überschreibt die Methode in Pawn
             virtual void death(); 
 
+        private:
 
+            bool initialised; //!< Used in relation to the constructor detour described above 
 
-        private:
             void registerVariables();
-            virtual void spawnChildren();
+
+            // @brief Helper method. 
             virtual void putStuff();
 
+            // @brief If the option generateSmaller is enabled, individual fragments are added with this method. 
+            virtual void spawnChildren();
+
             // @brief Just for testing. Don-t work anyways. 
             void printArrayString(float thingy[]);
             // @brief Just for testing. Don-t work anyways. 
-            void printArrayString(int thingy[]);// Just for testing
+            void printArrayString(int thingy[]);
 
-
-
-
-
     }; // tolua_export
 } // tolua_export
 

Modified: code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidBelt.cc
===================================================================
--- code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidBelt.cc	2017-12-12 16:43:22 UTC (rev 11666)
+++ code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidBelt.cc	2017-12-12 19:29:52 UTC (rev 11667)
@@ -28,10 +28,19 @@
 
 /**
 
-    @file SpicedAsteroidBelt.cc
+    @file 
+    @author remartin
     @brief Asteroid belt with lots of parameters. Derived from asteroidField.lua
 
+    Generates a ring of asteroids by calling SpicedAsteroidField multiple times. 
+    It's in the xy-plane at default, orientation can be changed with tiltAt 
+    (angle where it gets elevated/lowered the most) and TiltBy (angle at z-axis). 
+    This doesn't work very well and could probably implemented differently with 
+    relative coordinates (attach etc, stuff in WorldEntity). 
 
+    It is required to wait until all XML-arguments are set. That's why the actual 
+    generation happens when tick() gets called for the first time. 
+    
 */
 
 
@@ -63,8 +72,6 @@
         // Default Values:
         this->count = 250; 
         this->position = Vector3(0,0,0);
-        // this->yaw = 0; 
-        // this->pitch = 0; 
         this->segments = 30;
         this->minSize = 1;
         this->maxSize = 50;
@@ -74,7 +81,9 @@
         this->mDensity = 0.3;
         this->fogDensity = 0.5;
 
-        // Old from Pawn
+        this->tiltAt = 0.0; 
+        this->tiltBy = 0.0;  
+
         this->registerVariables();
 
     }
@@ -86,17 +95,29 @@
     void SpicedAsteroidBelt::create(){
 
         float myPi = 3.1415927410125732421875; //pi; // Math.pi ist statisch oder so. 
-        float dPhi = (2 * myPi) / segments;
-        float width = radius1 - radius0; if(width<0){width = -width;} // predefined abs?
-        float radius = (radius1 + radius0) / 2.0;
-        int segmentCount = round(count / segments);
+        float width = this->radius1 - this->radius0; if(width<0){width = -width;} // predefined abs?
+        float radius = (this->radius1 + this->radius0) / 2.0;
+        int segmentCount = round(this->count / this->segments);
 
-        SpicedAsteroidField* af[segments]; 
+        SpicedAsteroidField* af[this->segments]; 
         (void)af[0]; // avoid nasty compiler warning
 
+        float dPhi = (2 * myPi) / this->segments;
+        float dTheta = 4.0*this->tiltBy/this->segments; 
+        float sepp = -this->tiltAt;
+        float globi = (myPi/2.0) + this->tiltBy;
+
         for(int s = 0; s<segments; ++s){
-            Vector3* pos = new Vector3(radius*cos(s*dPhi), radius*sin(s*dPhi),0); 
+            sepp = sepp + dPhi;
+            if(s<segments/2){            
+                globi = globi - dTheta; 
+            }else{
+                globi = globi + dTheta; 
+            }
+            
+            Vector3* pos = new Vector3(radius*cos(sepp)*sin(globi), radius*sin(sepp)*sin(globi), radius*cos(globi)); 
             af[s] = new SpicedAsteroidField(this->context, this->position + *pos, this->minSize, this->maxSize, width, segmentCount, this->foggy, this->mDensity, this->fogDensity);
+            
         }
         
     }
@@ -108,8 +129,6 @@
         XMLPortParam(SpicedAsteroidBelt, "count", setCount, getCount, xmlelement, mode);
         XMLPortParam(SpicedAsteroidBelt, "mDensity", setMineralDensity, getMineralDensity, xmlelement, mode);
         XMLPortParam(SpicedAsteroidBelt, "position", setPosition, getPosition, xmlelement, mode);
-        // XMLPortParam(SpicedAsteroidBelt, "yaw", setYaw, getYaw, xmlelement, mode);
-        // XMLPortParam(SpicedAsteroidBelt, "pitch", setPitch, getPitch, xmlelement, mode);
         XMLPortParam(SpicedAsteroidBelt, "segments", setSegments, getSegments, xmlelement, mode);
 
         XMLPortParam(SpicedAsteroidBelt, "maxSize", setMaxSize, getMaxSize, xmlelement, mode);
@@ -119,6 +138,9 @@
         XMLPortParam(SpicedAsteroidBelt, "foggy", setFog, isFoggy, xmlelement, mode);
         XMLPortParam(SpicedAsteroidBelt, "fogDensity", setFogDensity, getFogDensity, xmlelement, mode);
 
+        XMLPortParam(SpicedAsteroidBelt, "tiltAt", setTiltAt, getTiltAt, xmlelement, mode);
+        XMLPortParam(SpicedAsteroidBelt, "tiltBy", setTiltBy, getTiltBy, xmlelement, mode); 
+
     }
 
     void SpicedAsteroidBelt::XMLEventPort(Element& xmlelement, XMLPort::Mode mode){
@@ -130,8 +152,6 @@
         registerVariable(this->count, VariableDirection::ToClient);
         registerVariable(this->mDensity, VariableDirection::ToClient);
         registerVariable(this->position, VariableDirection::ToClient);
-        // registerVariable(this->yaw, VariableDirection::ToClient);
-        // registerVariable(this->pitch, VariableDirection::ToClient);
         registerVariable(this->segments, VariableDirection::ToClient);
 
         registerVariable(this->maxSize, VariableDirection::ToClient);
@@ -141,6 +161,9 @@
         registerVariable(this->foggy, VariableDirection::ToClient);
         registerVariable(this->fogDensity, VariableDirection::ToClient);
 
+        registerVariable(this->tiltAt, VariableDirection::ToClient);
+        registerVariable(this->tiltBy, VariableDirection::ToClient);
+
     }
 
     void SpicedAsteroidBelt::tick(float dt){

Modified: code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidBelt.h
===================================================================
--- code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidBelt.h	2017-12-12 16:43:22 UTC (rev 11666)
+++ code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidBelt.h	2017-12-12 19:29:52 UTC (rev 11667)
@@ -22,16 +22,24 @@
  *   Author:
  *      Fabian 'x3n' Landau
  *   Co-authors:
- *      ...
  *
  */
 
 /**
 
-    @file SpicedAsteroidBelt.h
+    @file 
+    @author remartin
     @brief Asteroid belt with lots of parameters. Derived from asteroidField.lua
 
+    Generates a ring of asteroids by calling SpicedAsteroidField multiple times. 
+    It's in the xy-plane at default, orientation can be changed with tiltAt 
+    (angle where it gets elevated/lowered the most) and TiltBy (angle at z-axis). 
+    This doesn't work very well and could probably implemented differently with 
+    relative coordinates (attach etc, stuff in WorldEntity). 
 
+    It is required to wait until all XML-arguments are set. That's why the actual 
+    generation happens when tick() gets called for the first time. 
+    
 */
 
 
@@ -71,12 +79,6 @@
             inline void setPosition(Vector3 v){this->position = v;}
             inline Vector3 getPosition(){return this->position;}
 
-            // inline void setYaw(float y){this->yaw = y;}
-            // inline float getYaw(){return this->yaw;}
-
-            // inline void setPitch(float p){this->pitch = p;}
-            // inline float getPitch(){return this->pitch;}
-
             inline void setSegments(int s){this->segments = s;}
             inline int getSegments(){return this->segments;}
 
@@ -98,33 +100,39 @@
             inline void setFogDensity(float fd){this->fogDensity = fd;}
             inline float getFogDensity(){return this->fogDensity;}
 
+            inline void setTiltAt(float ta){this->tiltAt = ta;}
+            inline void setTiltBy(float tb){this->tiltBy = tb;}
+            inline float getTiltAt(){return this->tiltAt;}
+            inline float getTiltBy(){return this->tiltBy;}
 
+
         protected:
 
             Context* context;
 
-            float count;
-            float mDensity; // Mineral density, between 0 and 1;
+            float count; //!< Approximate number of asteroids
+            float mDensity; //!< Approximate commonness of asteroids that yield stuff, value between 0 and 1;
 
             Vector3 position;
 
-            // float yaw; 
-            // float pitch; 
-            int segments;
+            int segments; //!< Number of asteroidFields that get generated. 
             
-            int maxSize;
-            int minSize;
+            int maxSize; //!< Most obese asteroid possible
+            int minSize; //!< Most meagre asteroid possible
 
-            float radius0;
-            float radius1; 
+            float radius0; //!< Inner radius
+            float radius1; //!< Outer radius
 
-            bool foggy;
+            bool foggy; //!< Whether there's fog arount the asteroids
             float fogDensity; 
 
-            virtual void create();
+            float tiltAt; //!< Orientation: Angle where it gets elevated/lowered the most
+            float tiltBy; //!< angle at z-axis
 
         private:
             void registerVariables();
+            
+            virtual void create();
 
     }; // tolua_export
 } // tolua_export

Modified: code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidField.cc
===================================================================
--- code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidField.cc	2017-12-12 16:43:22 UTC (rev 11666)
+++ code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidField.cc	2017-12-12 19:29:52 UTC (rev 11667)
@@ -28,10 +28,14 @@
 
 /**
 
-    @file SpicedAsteroidField.cc
+    @file 
+    @author remartin
     @brief Asteroid field with lots of parameters. Derived from asteroidField.lua
 
-
+    Generates a bunch of asteroids that may contain some stuff. 
+    It is required to wait until all XML-arguments are set. That's why the actual 
+    generation happens when tick() gets called for the first time. 
+    
 */
 
 
@@ -104,13 +108,13 @@
 
         Vector3* relPos; 
 
-
         for(int gertrud = 0; gertrud<count; ++gertrud){
 
             AsteroidMinable* a = new AsteroidMinable(this->context);
 
             size = round(rnd()*(this->maxSize - this->minSize)) + this->minSize;
-            a->setSize(size);
+            a->setSize(size); 
+
             pX = round(rnd()*2*this->radius) - radius;
             pY = round(rnd()*2*this->radius) - radius;
             pZ = round(rnd()*2*this->radius) - radius;
@@ -117,13 +121,12 @@
             relPos = new Vector3(pX, pY, pZ);
             a->setPosition(this->position + *relPos);
 
-            bool spiced = (rnd() < (this->mDensity)); // does drop pickups etc. 
+            bool spiced = (rnd() < (this->mDensity)); // Whether the asteroid does drop pickups etc. 
             a->toggleDropStuff(spiced);
-
-            // A problem
-            a->setVelocity(this->getVelocity());
             
-            // Fog is iplemented with billboards.
+            a->setVelocity(this->getVelocity()); 
+            
+            // Fog is iplemented with billboards (as in asteroidField.lua, that bloke had the idea)
             Billboard* bb;
             if(this->foggy && mod(gertrud, 5) == 0){
                 bb = new Billboard(this->context);

Modified: code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidField.h
===================================================================
--- code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidField.h	2017-12-12 16:43:22 UTC (rev 11666)
+++ code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidField.h	2017-12-12 19:29:52 UTC (rev 11667)
@@ -22,16 +22,19 @@
  *   Author:
  *      Fabian 'x3n' Landau
  *   Co-authors:
- *      ...
  *
  */
 
 /**
 
-    @file SpicedAsteroidField.h
+    @file 
+    @author remartin
     @brief Asteroid field with lots of parameters. Derived from asteroidField.lua
 
-
+    Generates a bunch of asteroids that may contain some stuff. 
+    It is required to wait until all XML-arguments are set. That's why the actual 
+    generation happens when tick() gets called for the first time. 
+    
 */
 
 #ifndef _SpicedAsteroidField_H__
@@ -90,25 +93,25 @@
 
             Context* context;
 
-            float count;
-            float mDensity; // Mineral density, between 0 and 1;
+            float count; //!< Number of asteroids generated
+            float mDensity; //!< Mineral density, between 0 and 1;
 
-            Vector3 position;
+            Vector3 position; //!< The center
             
-            int maxSize;
-            int minSize;
+            int maxSize; //!< Upper bound to asteroid size 
+            int minSize; //!< Lower bound to asteroid size
 
-            float radius; 
-            bool foggy;
+            float radius; //!< Asteroids can appear within a sphere. 
+            bool foggy; //!< Whether there's fog
             float fogDensity; 
 
-            virtual void create();
 
-
-
         private:
             void registerVariables();
 
+            virtual void create();
+
+
     }; // tolua_export
 } // tolua_export
 



More information about the Orxonox-commit mailing list