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source: code/branches/formation/src/orxonox/controllers/NewHumanController.cc @ 8939

Last change on this file since 8939 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 24.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Michael Wirth
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "NewHumanController.h"
30
31#include <cmath>
32#include <OgreRay.h>
33#include <OgreSceneQuery.h>
34#include <OgreCamera.h>
35#include <OgreSceneManager.h>
36#include <bullet/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
37
38#include "core/CoreIncludes.h"
39#include "core/command/ConsoleCommand.h"
40#include "core/input/KeyBinder.h"
41#include "core/input/KeyBinderManager.h"
42#include "worldentities/ControllableEntity.h"
43#include "worldentities/pawns/Pawn.h"
44#include "infos/PlayerInfo.h"
45#include "overlays/OrxonoxOverlay.h"
46#include "graphics/Camera.h"
47#include "sound/SoundManager.h"
48#include "tools/BulletConversions.h"
49#include "Scene.h"
50
51namespace orxonox
52{
53    SetConsoleCommand("NewHumanController", "changeMode", &NewHumanController::changeMode).keybindMode(KeybindMode::OnPress);
54    SetConsoleCommand("NewHumanController", "accelerate", &NewHumanController::accelerate).keybindMode(KeybindMode::OnPress);
55    SetConsoleCommand("NewHumanController", "decelerate", &NewHumanController::decelerate).keybindMode(KeybindMode::OnPress);
56    SetConsoleCommand("NewHumanController", "unfire",     &NewHumanController::unfire    ).keybindMode(KeybindMode::OnRelease).addShortcut();
57
58    CreateUnloadableFactory(NewHumanController);
59
60    NewHumanController* NewHumanController::localController_s = 0;
61
62    NewHumanController::NewHumanController(BaseObject* creator)
63        : HumanController(creator)
64        , crossHairOverlay_(NULL)
65        , centerOverlay_(NULL)
66        , damageOverlayTop_(NULL)
67        , damageOverlayRight_(NULL)
68        , damageOverlayBottom_(NULL)
69        , damageOverlayLeft_(NULL)
70        , damageOverlayTT_(0)
71        , damageOverlayTR_(0)
72        , damageOverlayTB_(0)
73        , damageOverlayTL_(0)
74        , arrowsOverlay1_(NULL)
75        , arrowsOverlay2_(NULL)
76        , arrowsOverlay3_(NULL)
77        , arrowsOverlay4_(NULL)
78    {
79        RegisterObject(NewHumanController);
80
81        overlaySize_ = 0.08f;
82        arrowsSize_ = 0.4f;
83
84        damageOverlayTime_ = 0.6f;
85
86        controlMode_ = 0;
87        acceleration_ = 0;
88        accelerating_ = false;
89        firemode_ = -1;
90
91        showArrows_ = true;
92        showOverlays_ = false;
93        showDamageOverlay_ = true;
94
95        //currentPitch_ = 1;
96        //currentYaw_ = 1;
97
98        if (GameMode::showsGraphics())
99        {
100            crossHairOverlay_ = new OrxonoxOverlay(this);
101            crossHairOverlay_->setBackgroundMaterial("Orxonox/Crosshair3");
102            crossHairOverlay_->setSize(Vector2(overlaySize_, overlaySize_));
103            crossHairOverlay_->hide();
104            //crossHairOverlay_->setAspectCorrection(true); not working
105
106            centerOverlay_ = new OrxonoxOverlay(this);
107            centerOverlay_->setBackgroundMaterial("Orxonox/CenterOverlay");
108            centerOverlay_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
109            centerOverlay_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
110            centerOverlay_->hide();
111
112            if (showDamageOverlay_)
113            {
114                damageOverlayTop_ = new OrxonoxOverlay(this);
115                damageOverlayTop_->setBackgroundMaterial("Orxonox/DamageOverlayTop");
116                damageOverlayTop_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
117                damageOverlayTop_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
118                damageOverlayTop_->hide();
119
120                damageOverlayRight_ = new OrxonoxOverlay(this);
121                damageOverlayRight_->setBackgroundMaterial("Orxonox/DamageOverlayRight");
122                damageOverlayRight_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
123                damageOverlayRight_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
124                damageOverlayRight_->hide();
125
126                damageOverlayBottom_ = new OrxonoxOverlay(this);
127                damageOverlayBottom_->setBackgroundMaterial("Orxonox/DamageOverlayBottom");
128                damageOverlayBottom_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
129                damageOverlayBottom_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
130                damageOverlayBottom_->hide();
131
132                damageOverlayLeft_ = new OrxonoxOverlay(this);
133                damageOverlayLeft_->setBackgroundMaterial("Orxonox/DamageOverlayLeft");
134                damageOverlayLeft_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
135                damageOverlayLeft_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
136                damageOverlayLeft_->hide();
137            }
138
139            if (showArrows_)
140            {
141                arrowsOverlay1_ = new OrxonoxOverlay(this);
142                arrowsOverlay1_->setBackgroundMaterial("Orxonox/DirectionArrows1");
143                arrowsOverlay1_->setSize(Vector2(0.02727f, 0.36f * arrowsSize_));
144                arrowsOverlay1_->setPickPoint(Vector2(0.5f, 0.5f));
145                arrowsOverlay1_->setPosition(Vector2(0.5f, 0.5f));
146                arrowsOverlay1_->hide();
147
148                arrowsOverlay2_ = new OrxonoxOverlay(this);
149                arrowsOverlay2_->setBackgroundMaterial("Orxonox/DirectionArrows2");
150                arrowsOverlay2_->setSize(Vector2(0.02727f, 0.59f * arrowsSize_));
151                arrowsOverlay2_->setPickPoint(Vector2(0.5f, 0.5f));
152                arrowsOverlay2_->setPosition(Vector2(0.5f, 0.5f));
153                arrowsOverlay2_->hide();
154
155                arrowsOverlay3_ = new OrxonoxOverlay(this);
156                arrowsOverlay3_->setBackgroundMaterial("Orxonox/DirectionArrows3");
157                arrowsOverlay3_->setSize(Vector2(0.02727f, 0.77f * arrowsSize_));
158                arrowsOverlay3_->setPickPoint(Vector2(0.5f, 0.5f));
159                arrowsOverlay3_->setPosition(Vector2(0.5f, 0.5f));
160                arrowsOverlay3_->hide();
161
162                arrowsOverlay4_ = new OrxonoxOverlay(this);
163                arrowsOverlay4_->setBackgroundMaterial("Orxonox/DirectionArrows4");
164                arrowsOverlay4_->setSize(Vector2(0.02727f, arrowsSize_));
165                arrowsOverlay4_->setPickPoint(Vector2(0.5f, 0.5f));
166                arrowsOverlay4_->setPosition(Vector2(0.5f, 0.5f));
167                arrowsOverlay4_->hide();
168            }
169        }
170
171        // HACK: Define which objects are targetable when considering the creator of an orxonox::Model
172        this->targetMask_.exclude(ClassByString("BaseObject"));
173        this->targetMask_.include(ClassByString("WorldEntity"));
174        this->targetMask_.exclude(ClassByString("Projectile"));
175
176        NewHumanController::localController_s = this;
177
178        controlPaused_ = false;
179
180        //HumanController::localController_s->getControllableEntity()->getCamera()->setDrag(true);
181    }
182
183    NewHumanController::~NewHumanController()
184    {
185        if (this->isInitialized())
186        {
187            if (this->crossHairOverlay_)
188                this->crossHairOverlay_->destroy();
189            if (this->centerOverlay_)
190                this->centerOverlay_->destroy();
191
192            if (this->arrowsOverlay1_)
193                this->arrowsOverlay1_->destroy();
194            if (this->arrowsOverlay2_)
195                this->arrowsOverlay2_->destroy();
196            if (this->arrowsOverlay3_)
197                this->arrowsOverlay3_->destroy();
198            if (this->arrowsOverlay4_)
199                this->arrowsOverlay4_->destroy();
200            if (this->damageOverlayTop_)
201                this->damageOverlayTop_->destroy();
202            if (this->damageOverlayLeft_)
203                this->damageOverlayLeft_->destroy();
204            if (this->damageOverlayRight_)
205                this->damageOverlayRight_->destroy();
206            if (this->damageOverlayBottom_)
207                this->damageOverlayBottom_->destroy();
208        }
209    }
210
211    void NewHumanController::tick(float dt)
212    {
213        if (GameMode::showsGraphics())
214        {
215
216            if (this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
217            {
218                this->updateTarget();
219
220                if (!controlPaused_ )
221                {
222                    if (this->getControllableEntity() && (this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
223                        this->showOverlays();
224                    else if (this->getControllableEntity() &&  this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
225                    {
226                        this->showOverlays();
227                        this->hideArrows();
228                    }
229
230                    this->crossHairOverlay_->setPosition(Vector2(static_cast<float>(this->currentYaw_)/2*-1+.5f-overlaySize_/2, static_cast<float>(this->currentPitch_)/2*-1+.5f-overlaySize_/2));
231
232                    if (this->controlMode_ == 0 || (this->controlMode_ == 1 && this->firemode_ == 1))
233                    {
234                        if (this->showOverlays_ && this->showArrows_)
235                            alignArrows();
236                    }
237                    else
238                        hideArrows();
239
240                    if (this->showDamageOverlay_ && (this->damageOverlayTT_ > 0 || this->damageOverlayTR_ > 0 || this->damageOverlayTB_ > 0 || this->damageOverlayTL_ > 0))
241                    {
242                        this->damageOverlayTT_ -= dt;
243                        this->damageOverlayTR_ -= dt;
244                        this->damageOverlayTB_ -= dt;
245                        this->damageOverlayTL_ -= dt;
246                        if (this->damageOverlayTT_ <= 0)
247                            this->damageOverlayTop_->hide();
248                        if (this->damageOverlayTR_ <= 0)
249                            this->damageOverlayRight_->hide();
250                        if (this->damageOverlayTB_ <= 0)
251                            this->damageOverlayBottom_->hide();
252                        if (this->damageOverlayTL_ <= 0)
253                            this->damageOverlayLeft_->hide();
254                    }
255                }
256            }
257            else
258                this->hideOverlays();
259
260            if (this->acceleration_ > 0)
261            {
262                if (this->accelerating_)
263                    HumanController::moveFrontBack(Vector2(1, 0));
264                else
265                    HumanController::moveFrontBack(Vector2(this->acceleration_, 0));
266                this->accelerating_ = false;
267                //HumanController::moveFrontBack(Vector2(clamp(this->acceleration_ + this->currentAcceleration_, 0.0f, 1.0f), 0));
268            }
269        }
270
271        // Reset pitch and yaw rates
272        // TODO: Reactivate this to fix the game pad problem with 0 input
273        //this->currentPitch_ = 0;
274        //this->currentYaw_ = 0;
275
276        HumanController::tick(dt);
277    }
278
279    void NewHumanController::doFire(unsigned int firemode)
280    {
281        if (!this->controllableEntity_)
282            return;
283
284        this->firemode_ = firemode;
285
286        if (firemode == 1 && this->controlMode_ == 1)
287        {
288            //unlocked steering, steer on right mouse click
289            HumanController::yaw(Vector2(this->currentYaw_, 0));
290            HumanController::pitch(Vector2(this->currentPitch_, 0));
291        }
292        else
293            HumanController::localController_s->getControllableEntity()->fire(firemode);
294
295    }
296
297    void NewHumanController::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
298    {
299        if (this->showDamageOverlay_ && !this->controlPaused_ && this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
300        {
301            Vector3 posA;
302            if (originator)
303                posA = originator->getWorldPosition();
304            else
305                posA = multi_cast<Vector3>(contactpoint.getPositionWorldOnA());
306            //Vector3 posB = multi_cast<Vector3>(contactpoint.getPositionWorldOnB());
307            //posA and posB are almost identical
308
309            Vector3 relativeHit = this->getControllableEntity()->getWorldOrientation().UnitInverse() * (this->getControllableEntity()->getWorldPosition() - posA);
310
311            //back is z positive
312            //x is left positive
313            //y is down positive
314            relativeHit.normalise();
315
316            float threshold = 0.3f;
317            if (relativeHit.x > threshold) // Left
318            {
319                this->damageOverlayLeft_->show();
320                this->damageOverlayTL_ = this->damageOverlayTime_;
321                //this->damageOverlayLeft_->setBackgroundAlpha(0.3);
322            }
323            if (relativeHit.x < -threshold) //Right
324            {
325                this->damageOverlayRight_->show();
326                this->damageOverlayTR_ = this->damageOverlayTime_;
327                //this->damageOverlayRight_->setBackgroundAlpha(0.3);
328            }
329            if (relativeHit.y > threshold) //Top
330            {
331                this->damageOverlayBottom_->show();
332                this->damageOverlayTB_ = this->damageOverlayTime_;
333                //this->damageOverlayTop_->setBackgroundAlpha(0.3);
334            }
335            if (relativeHit.y < -threshold) //Bottom
336            {
337                this->damageOverlayTop_->show();
338                this->damageOverlayTT_ = this->damageOverlayTime_;
339                //this->damageOverlayBottom_->setBackgroundAlpha(0.3);
340            }
341        }
342    }
343
344    void NewHumanController::unfire()
345    {
346        if (NewHumanController::localController_s)
347            NewHumanController::localController_s->doUnfire();
348    }
349
350    void NewHumanController::doUnfire()
351    {
352        this->firemode_ = -1;
353        hideArrows();
354    }
355
356    void NewHumanController::centerCursor()
357    {
358        this->currentYaw_ = 0;
359        this->currentPitch_ = 0;
360
361        if( KeyBinderManager::exists() )
362            KeyBinderManager::getInstance().getCurrent()->resetMouseAxes();
363    }
364
365    void NewHumanController::updateTarget()
366    {
367        Ogre::RaySceneQuery * rsq = HumanController::localController_s->getControllableEntity()->getScene()->getSceneManager()->createRayQuery(Ogre::Ray());
368
369        Ogre::Ray mouseRay = HumanController::localController_s->getControllableEntity()->getCamera()->getOgreCamera()->getCameraToViewportRay(static_cast<float>(this->currentYaw_)/2*-1+.5f, static_cast<float>(this->currentPitch_)/2*-1+.5f);
370
371        rsq->setRay(mouseRay);
372        rsq->setSortByDistance(true);
373
374        /*
375        Distance of objects:
376        ignore everything under 200 maybe even take 1000 as min distance to shoot at
377
378        shots are regularly traced and are entities!!!!!!!!! this is the biggest problem
379        they vanish only after a distance of 10'000
380        */
381
382
383        Ogre::RaySceneQueryResult& result = rsq->execute();
384        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
385        WorldEntity* myWe = static_cast<WorldEntity*>(this->getControllableEntity());
386
387        Ogre::RaySceneQueryResult::iterator itr;
388        for (itr = result.begin(); itr != result.end(); ++itr)
389        {
390//             orxout() << "testing object as target" << endl;
391            if (itr->movable->isInScene() && itr->movable->getMovableType() == "Entity" && itr->distance > 200)
392            {
393                // Try to cast the user pointer
394                WorldEntity* wePtr;
395                try
396                {
397                    wePtr = dynamic_cast<WorldEntity*>(Ogre::any_cast<OrxonoxClass*>(itr->movable->getUserAny()));
398                }
399                catch (...)
400                {
401                    continue;
402                }
403
404                // make sure we don't shoot ourselves
405                if( wePtr==myWe )
406                    continue;
407
408                if (wePtr)
409                {
410                    // go through all parents of object and look whether they are sightable or not
411                    bool isSightable = false;
412                    WorldEntity* parent = wePtr->getParent();
413                    while (parent)
414                    {
415                        if (this->targetMask_.isExcluded(parent->getIdentifier()) || parent==myWe)
416                        {
417                            parent = parent->getParent();
418                            continue;
419                        }
420                        else
421                        {
422                            isSightable = true;
423                            break;
424                        }
425                    }
426                    if (!isSightable)
427                        continue;
428                }
429
430                if (this->getControllableEntity() && this->getControllableEntity()->getTarget() != wePtr)
431                    this->getControllableEntity()->setTarget(wePtr);
432
433                if (pawn)
434                    pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance );
435
436                //itr->movable->getParentSceneNode()->showBoundingBox(true);
437                //return mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance; //or itr->movable->getParentSceneNode()->_getDerivedPosition()
438                return;
439            }
440        }
441
442        if (pawn)
443            pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * 1200 );
444
445        if( this->getControllableEntity() && this->getControllableEntity()->getTarget() != 0 )
446            this->getControllableEntity()->setTarget( 0 );
447
448        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getWorldOrientation() * Vector3::NEGATIVE_UNIT_Z * 2000);
449        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getCamera()->getOgreCamera()->getOrientation() * Vector3::NEGATIVE_UNIT_Z);
450    }
451
452    void NewHumanController::frontback(const Vector2& value)
453    {
454        this->accelerating_ = true;
455
456        //if (this->acceleration_ == 0)
457        HumanController::frontback(value);
458    }
459
460    void NewHumanController::yaw(const Vector2& value)
461    {
462        //SUPER(NewHumanController, yaw, value);
463        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
464            HumanController::yaw(value);
465
466        if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
467            this->currentYaw_ = value.x;
468    }
469
470    void NewHumanController::pitch(const Vector2& value)
471    {
472        //SUPER(NewHumanController, pitch, value);
473        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
474            HumanController::pitch(value);
475
476        if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
477            this->currentPitch_ = value.x;
478    }
479
480    void NewHumanController::changeMode()
481    {
482        if (NewHumanController::localController_s)
483        {
484            if (NewHumanController::localController_s->controlMode_ == 0)
485            {
486                NewHumanController::localController_s->controlMode_ = 1;
487                NewHumanController::localController_s->hideArrows();
488            }
489            else
490                NewHumanController::localController_s->controlMode_ = 0;
491        }
492    }
493
494    void NewHumanController::changedControllableEntity()
495    {
496        this->controlMode_ = 0;
497        this->centerCursor();
498        if (this->getControllableEntity() && (this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
499        {
500            this->showOverlays_ = true;
501            if (!this->controlPaused_)
502            {
503                this->showOverlays();
504                this->alignArrows();
505            }
506        }
507        else
508        {
509            this->showOverlays_ = false;
510            this->hideOverlays();
511        }
512    }
513
514    void NewHumanController::accelerate()
515    {
516        if (NewHumanController::localController_s)
517            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ + 0.2f, 0.00f, 1.0f);
518    }
519
520    void NewHumanController::decelerate()
521    {
522        if (NewHumanController::localController_s)
523            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ - 0.1f, 0.0f, 1.0f);
524    }
525
526    void NewHumanController::doResumeControl()
527    {
528        this->controlPaused_ = false;
529        if (this->showOverlays_)
530            this->showOverlays();
531    }
532
533    void NewHumanController::doPauseControl()
534    {
535        this->controlPaused_ = true;
536        this->hideOverlays();
537    }
538
539    void NewHumanController::alignArrows()
540    {
541        if (showArrows_)
542        {
543            hideArrows();
544
545            float distance = sqrt(pow(static_cast<float>(this->currentYaw_)/2*-1,2) + pow(static_cast<float>(this->currentPitch_)/2*-1,2));
546
547            if (distance > 0.04f && distance <= 0.59f * arrowsSize_ / 2.0f )
548            {
549                this->arrowsOverlay1_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / math::twoPi * 360.0f));
550                this->arrowsOverlay1_->show();
551            }
552            else if (distance > 0.59f * arrowsSize_ / 2.0f && distance <= 0.77f * arrowsSize_ / 2.0f )
553            {
554                this->arrowsOverlay2_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / math::twoPi * 360.0f));
555                this->arrowsOverlay2_->show();
556            }
557            else if (distance > 0.77f * arrowsSize_ / 2.0f && distance <= arrowsSize_ / 2.0f)
558            {
559                this->arrowsOverlay3_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / math::twoPi * 360.0f));
560                this->arrowsOverlay3_->show();
561            }
562            else if (distance > arrowsSize_ / 2.0f)
563            {
564                this->arrowsOverlay4_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / math::twoPi * 360.0f));
565                this->arrowsOverlay4_->show();
566            }
567        }
568    }
569
570    void NewHumanController::showOverlays()
571    {
572        if (!GameMode::showsGraphics())
573            return;
574        this->crossHairOverlay_->show();
575        this->centerOverlay_->show();
576
577        if (showArrows_)
578        {
579            this->arrowsOverlay1_->show();
580            this->arrowsOverlay2_->show();
581            this->arrowsOverlay3_->show();
582            this->arrowsOverlay4_->show();
583        }
584    }
585
586    void NewHumanController::hideOverlays()
587    {
588        if (!GameMode::showsGraphics())
589            return;
590        this->crossHairOverlay_->hide();
591        this->centerOverlay_->hide();
592
593        if (showDamageOverlay_)
594        {
595            this->damageOverlayTop_->hide();
596            this->damageOverlayRight_->hide();
597            this->damageOverlayBottom_->hide();
598            this->damageOverlayLeft_->hide();
599        }
600
601        this->hideArrows();
602    }
603
604    void NewHumanController::hideArrows()
605    {
606        if(!GameMode::showsGraphics())
607            return;
608        if (showArrows_)
609        {
610            this->arrowsOverlay1_->hide();
611            this->arrowsOverlay2_->hide();
612            this->arrowsOverlay3_->hide();
613            this->arrowsOverlay4_->hide();
614        }
615    }
616
617
618
619
620
621}
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