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source: code/branches/fps/src/orxonox/controllers/NewHumanController.cc @ 7073

Last change on this file since 7073 was 6883, checked in by freicy, 15 years ago

by cyrill

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[5979]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:
[5981]23 *      Michael Wirth
[5979]24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "NewHumanController.h"
30
[6256]31#include <cmath>
[6033]32#include <OgreRay.h>
33#include <OgreSceneQuery.h>
34#include <OgreCamera.h>
35#include <OgreSceneManager.h>
[6377]36#include <bullet/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
[5981]37
[5979]38#include "core/CoreIncludes.h"
39#include "core/ConsoleCommand.h"
40#include "worldentities/ControllableEntity.h"
[6111]41#include "worldentities/pawns/Pawn.h"
[5979]42#include "infos/PlayerInfo.h"
[6055]43#include "overlays/OrxonoxOverlay.h"
[5979]44#include "graphics/Camera.h"
45#include "sound/SoundManager.h"
[6377]46#include "tools/BulletConversions.h"
[5979]47#include "Scene.h"
48
49namespace orxonox
50{
[6377]51    SetConsoleCommand(NewHumanController, changeMode, false).keybindMode(KeybindMode::OnPress);
52    SetConsoleCommand(NewHumanController, accelerate, false).keybindMode(KeybindMode::OnPress);
53    SetConsoleCommand(NewHumanController, decelerate, false).keybindMode(KeybindMode::OnPress);
54    SetConsoleCommand(NewHumanController, unfire,      true).keybindMode(KeybindMode::OnRelease);
[6091]55
[5979]56    CreateUnloadableFactory(NewHumanController);
57
[6091]58    NewHumanController* NewHumanController::localController_s = 0;
59
[6122]60    NewHumanController::NewHumanController(BaseObject* creator)
61        : HumanController(creator)
62        , crossHairOverlay_(NULL)
[6195]63        , centerOverlay_(NULL)
[6320]64        , damageOverlayTop_(NULL)
65        , damageOverlayRight_(NULL)
66        , damageOverlayBottom_(NULL)
67        , damageOverlayLeft_(NULL)
68        , damageOverlayTT_(0)
[6328]69        , arrowsOverlay1_(NULL)
70        , arrowsOverlay2_(NULL)
71        , arrowsOverlay3_(NULL)
72        , arrowsOverlay4_(NULL)
[5979]73    {
74        RegisterObject(NewHumanController);
[6001]75
[6502]76        overlaySize_ = 0.08f;
77        arrowsSize_ = 0.4f;
[6310]78
[6502]79        damageOverlayTime_ = 0.6f;
[6310]80
[6055]81        controlMode_ = 0;
[6149]82        acceleration_ = 0;
[6236]83        accelerating_ = false;
[6210]84        firemode_ = -1;
[6310]85
[6210]86        showArrows_ = true;
[6236]87        showOverlays_ = false;
[6310]88        showDamageOverlay_ = true;
[6033]89
[6149]90        //currentPitch_ = 1;
91        //currentYaw_ = 1;
92
[6122]93        if (GameMode::showsGraphics())
94        {
95            crossHairOverlay_ = new OrxonoxOverlay(this);
96            crossHairOverlay_->setBackgroundMaterial("Orxonox/Crosshair3");
97            crossHairOverlay_->setSize(Vector2(overlaySize_, overlaySize_));
[6195]98            crossHairOverlay_->hide();
[6210]99            //crossHairOverlay_->setAspectCorrection(true); not working
[6195]100
101            centerOverlay_ = new OrxonoxOverlay(this);
102            centerOverlay_->setBackgroundMaterial("Orxonox/CenterOverlay");
[6502]103            centerOverlay_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
104            centerOverlay_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6195]105            centerOverlay_->hide();
[6210]106
[6377]107            if (showDamageOverlay_)
[6210]108            {
[6310]109                damageOverlayTop_ = new OrxonoxOverlay(this);
110                damageOverlayTop_->setBackgroundMaterial("Orxonox/DamageOverlayTop");
[6502]111                damageOverlayTop_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
112                damageOverlayTop_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6310]113                damageOverlayTop_->hide();
114
115                damageOverlayRight_ = new OrxonoxOverlay(this);
116                damageOverlayRight_->setBackgroundMaterial("Orxonox/DamageOverlayRight");
[6502]117                damageOverlayRight_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
118                damageOverlayRight_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6310]119                damageOverlayRight_->hide();
120
121                damageOverlayBottom_ = new OrxonoxOverlay(this);
122                damageOverlayBottom_->setBackgroundMaterial("Orxonox/DamageOverlayBottom");
[6502]123                damageOverlayBottom_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
124                damageOverlayBottom_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6310]125                damageOverlayBottom_->hide();
126
127                damageOverlayLeft_ = new OrxonoxOverlay(this);
128                damageOverlayLeft_->setBackgroundMaterial("Orxonox/DamageOverlayLeft");
[6502]129                damageOverlayLeft_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f));
130                damageOverlayLeft_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f));
[6310]131                damageOverlayLeft_->hide();
132            }
133
[6377]134            if (showArrows_)
[6310]135            {
[6210]136                arrowsOverlay1_ = new OrxonoxOverlay(this);
[6289]137                arrowsOverlay1_->setBackgroundMaterial("Orxonox/DirectionArrows1");
[6502]138                arrowsOverlay1_->setSize(Vector2(0.02727f, 0.36f * arrowsSize_));
139                arrowsOverlay1_->setPickPoint(Vector2(0.5f, 0.5f));
140                arrowsOverlay1_->setPosition(Vector2(0.5f, 0.5f));
[6210]141                arrowsOverlay1_->hide();
[6387]142
[6210]143                arrowsOverlay2_ = new OrxonoxOverlay(this);
[6289]144                arrowsOverlay2_->setBackgroundMaterial("Orxonox/DirectionArrows2");
[6502]145                arrowsOverlay2_->setSize(Vector2(0.02727f, 0.59f * arrowsSize_));
146                arrowsOverlay2_->setPickPoint(Vector2(0.5f, 0.5f));
147                arrowsOverlay2_->setPosition(Vector2(0.5f, 0.5f));
[6210]148                arrowsOverlay2_->hide();
[6387]149
[6210]150                arrowsOverlay3_ = new OrxonoxOverlay(this);
[6289]151                arrowsOverlay3_->setBackgroundMaterial("Orxonox/DirectionArrows3");
[6502]152                arrowsOverlay3_->setSize(Vector2(0.02727f, 0.77f * arrowsSize_));
153                arrowsOverlay3_->setPickPoint(Vector2(0.5f, 0.5f));
154                arrowsOverlay3_->setPosition(Vector2(0.5f, 0.5f));
[6210]155                arrowsOverlay3_->hide();
[6387]156
[6210]157                arrowsOverlay4_ = new OrxonoxOverlay(this);
[6289]158                arrowsOverlay4_->setBackgroundMaterial("Orxonox/DirectionArrows4");
[6502]159                arrowsOverlay4_->setSize(Vector2(0.02727f, arrowsSize_));
160                arrowsOverlay4_->setPickPoint(Vector2(0.5f, 0.5f));
161                arrowsOverlay4_->setPosition(Vector2(0.5f, 0.5f));
[6210]162                arrowsOverlay4_->hide();
163            }
[6122]164        }
[6045]165
[6058]166        // HACK: Define which objects are targetable when considering the creator of an orxonox::Model
[6055]167        this->targetMask_.exclude(ClassByString("BaseObject"));
168        this->targetMask_.include(ClassByString("WorldEntity"));
169        this->targetMask_.exclude(ClassByString("Projectile"));
[6091]170
171        NewHumanController::localController_s = this;
[6195]172
[6236]173        controlPaused_ = false;
[6210]174
[6377]175        //HumanController::localController_s->getControllableEntity()->getCamera()->setDrag(true);
[5979]176    }
177
178    NewHumanController::~NewHumanController()
179    {
[6055]180        if (this->isInitialized())
[5981]181        {
[6122]182            if (this->crossHairOverlay_)
183                this->crossHairOverlay_->destroy();
[6210]184            if (this->centerOverlay_)
185                this->centerOverlay_->destroy();
186
187            if (showArrows_)
188            {
189                if (this->arrowsOverlay1_)
190                    this->arrowsOverlay1_->destroy();
191                if (this->arrowsOverlay2_)
192                    this->arrowsOverlay2_->destroy();
193                if (this->arrowsOverlay3_)
194                    this->arrowsOverlay3_->destroy();
195                if (this->arrowsOverlay4_)
196                    this->arrowsOverlay4_->destroy();
197            }
[5981]198        }
[5979]199    }
200
[6055]201    void NewHumanController::tick(float dt)
202    {
[6122]203        if (GameMode::showsGraphics())
[6111]204        {
[6210]205
[6377]206            if (this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
[6122]207            {
[6157]208                this->updateTarget();
[6289]209
[6377]210                if (!controlPaused_ )
211                {
[6883]212                    if (this->getControllableEntity() && (this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
213                        {this->showOverlays();}
214                       
215                    if (this->getControllableEntity() &&  this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))\
216                        {this->showOverlays();
217                        this->hideArrows();}
[6289]218
[6502]219                    this->crossHairOverlay_->setPosition(Vector2(static_cast<float>(this->currentYaw_)/2*-1+.5f-overlaySize_/2, static_cast<float>(this->currentPitch_)/2*-1+.5f-overlaySize_/2));
[6210]220
[6377]221                    if (this->controlMode_ == 0 || (this->controlMode_ == 1 && this->firemode_ == 1))
[6236]222                    {
[6377]223                        if (this->showOverlays_ && this->showArrows_)
[6236]224                            alignArrows();
225                    }
[6210]226                    else
227                        hideArrows();
[6310]228
[6377]229                    if (this->showDamageOverlay_ && (this->damageOverlayTT_ > 0 || this->damageOverlayTR_ > 0 || this->damageOverlayTB_ > 0 || this->damageOverlayTL_ > 0))
230                    {
[6310]231                        this->damageOverlayTT_ -= dt;
232                        this->damageOverlayTR_ -= dt;
233                        this->damageOverlayTB_ -= dt;
234                        this->damageOverlayTL_ -= dt;
[6377]235                        if (this->damageOverlayTT_ <= 0)
[6310]236                            this->damageOverlayTop_->hide();
[6377]237                        if (this->damageOverlayTR_ <= 0)
[6310]238                            this->damageOverlayRight_->hide();
[6377]239                        if (this->damageOverlayTB_ <= 0)
[6310]240                            this->damageOverlayBottom_->hide();
[6377]241                        if (this->damageOverlayTL_ <= 0)
[6310]242                            this->damageOverlayLeft_->hide();
243                    }
[6195]244                }
[6122]245            }
[6279]246            else
247                this->hideOverlays();
[6210]248
[6377]249            if (this->acceleration_ > 0)
[6173]250            {
[6377]251                if (this->accelerating_)
[6173]252                    HumanController::moveFrontBack(Vector2(1, 0));
253                else
[6388]254                    HumanController::moveFrontBack(Vector2(this->acceleration_, 0));
[6173]255                this->accelerating_ = false;
256                //HumanController::moveFrontBack(Vector2(clamp(this->acceleration_ + this->currentAcceleration_, 0.0f, 1.0f), 0));
257            }
[6111]258        }
[6001]259
[6360]260        // Reset pitch and yaw rates
[6365]261        // TODO: Reactivate this to fix the game pad problem with 0 input
262        //this->currentPitch_ = 0;
263        //this->currentYaw_ = 0;
[6360]264
[6001]265        HumanController::tick(dt);
266    }
267
[6033]268    void NewHumanController::doFire(unsigned int firemode)
269    {
[6377]270        if (!this->controllableEntity_)
[6316]271            return;
[6033]272
[6210]273        this->firemode_ = firemode;
274
[6157]275        if (firemode == 1 && this->controlMode_ == 1)
276        {
[6143]277            //unlocked steering, steer on right mouse click
[6144]278            HumanController::yaw(Vector2(this->currentYaw_, 0));
279            HumanController::pitch(Vector2(this->currentPitch_, 0));
[6143]280        }
[6157]281        else
[6143]282            HumanController::localController_s->getControllableEntity()->fire(firemode);
283
[6045]284    }
285
[6377]286    void NewHumanController::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
287    {
288        if (this->showDamageOverlay_ && !this->controlPaused_ && this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
289        {
[6310]290            Vector3 posA;
[6377]291            if (originator)
[6310]292                posA = originator->getWorldPosition();
293            else
294                posA = multi_cast<Vector3>(contactpoint.getPositionWorldOnA());
295            //Vector3 posB = multi_cast<Vector3>(contactpoint.getPositionWorldOnB());
296            //posA and posB are almost identical
[6295]297
[6310]298            Vector3 relativeHit = this->getControllableEntity()->getWorldOrientation().UnitInverse() * (this->getControllableEntity()->getWorldPosition() - posA);
[6295]299
[6310]300            //back is z positive
301            //x is left positive
302            //y is down positive
303            relativeHit.normalise();
304
[6502]305            float threshold = 0.3f;
[6377]306            if (relativeHit.x > threshold) // Left
[6310]307            {
308                this->damageOverlayLeft_->show();
309                this->damageOverlayTL_ = this->damageOverlayTime_;
310                //this->damageOverlayLeft_->setBackgroundAlpha(0.3);
311            }
[6377]312            if (relativeHit.x < -threshold) //Right
[6310]313            {
314                this->damageOverlayRight_->show();
315                this->damageOverlayTR_ = this->damageOverlayTime_;
316                //this->damageOverlayRight_->setBackgroundAlpha(0.3);
317            }
[6377]318            if (relativeHit.y > threshold) //Top
[6310]319            {
[6312]320                this->damageOverlayBottom_->show();
321                this->damageOverlayTB_ = this->damageOverlayTime_;
[6310]322                //this->damageOverlayTop_->setBackgroundAlpha(0.3);
323            }
[6377]324            if (relativeHit.y < -threshold) //Bottom
[6310]325            {
[6312]326                this->damageOverlayTop_->show();
327                this->damageOverlayTT_ = this->damageOverlayTime_;
[6310]328                //this->damageOverlayBottom_->setBackgroundAlpha(0.3);
329            }
330        }
[6295]331    }
332
[6210]333    void NewHumanController::unfire()
334    {
335        if (NewHumanController::localController_s)
336            NewHumanController::localController_s->doUnfire();
337    }
338
339    void NewHumanController::doUnfire()
340    {
341        this->firemode_ = -1;
342        hideArrows();
343    }
344
[6111]345    void NewHumanController::updateTarget()
[6055]346    {
347        Ogre::RaySceneQuery * rsq = HumanController::localController_s->getControllableEntity()->getScene()->getSceneManager()->createRayQuery(Ogre::Ray());
[6033]348
[6502]349        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);
[6033]350
[6055]351        rsq->setRay(mouseRay);
352        rsq->setSortByDistance(true);
[6033]353
[6055]354        /*
355        Distance of objects:
356        ignore everything under 200 maybe even take 1000 as min distance to shoot at
[6033]357
[6055]358        shots are regularly traced and are entities!!!!!!!!! this is the biggest problem
359        they vanish only after a distance of 10'000
360        */
[6045]361
362
[6055]363        Ogre::RaySceneQueryResult& result = rsq->execute();
[6111]364        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
[6033]365
[6055]366        Ogre::RaySceneQueryResult::iterator itr;
367        for (itr = result.begin(); itr != result.end(); ++itr)
368        {
369            if (itr->movable->isInScene() && itr->movable->getMovableType() == "Entity" && itr->distance > 500)
[6045]370            {
[6055]371                // Try to cast the user pointer
[6501]372                WorldEntity* wePtr = dynamic_cast<WorldEntity*>(Ogre::any_cast<OrxonoxClass*>(itr->movable->getUserAny()));
[6055]373                if (wePtr)
374                {
[6377]375                    // go through all parents of object and look whether they are sightable or not
[6114]376                    bool isSightable = false;
377                    WorldEntity* parent = wePtr->getParent();
[6377]378                    while (parent)
[6114]379                    {
380                        if (this->targetMask_.isExcluded(parent->getIdentifier()))
381                        {
382                            parent = parent->getParent();
383                            continue;
384                        }
385                        else
386                        {
387                            isSightable = true;
388                            break;
389                        }
390                    }
[6377]391                    if (!isSightable)
[6055]392                        continue;
[6045]393                }
[6143]394
[6377]395                if (this->getControllableEntity() && this->getControllableEntity()->getTarget() != wePtr)
[6116]396                    this->getControllableEntity()->setTarget(wePtr);
[6091]397
[6377]398                if (pawn)
[6143]399                    pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance );
400
[6195]401                //itr->movable->getParentSceneNode()->showBoundingBox(true);
[6111]402                //return mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance; //or itr->movable->getParentSceneNode()->_getDerivedPosition()
403                return;
[6045]404            }
[6377]405        }
[6091]406
[6377]407        if (pawn)
[6111]408            pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * 1200 );
[6143]409
410        if( this->getControllableEntity() && this->getControllableEntity()->getTarget() != 0 )
411            this->getControllableEntity()->setTarget( 0 );
[6033]412
[6091]413        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getWorldOrientation() * Vector3::NEGATIVE_UNIT_Z * 2000);
[6058]414        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getCamera()->getOgreCamera()->getOrientation() * Vector3::NEGATIVE_UNIT_Z);
[6033]415    }
416
[6149]417    void NewHumanController::frontback(const Vector2& value)
418    {
[6173]419        this->accelerating_ = true;
[6149]420
[6173]421        //if (this->acceleration_ == 0)
[6377]422        HumanController::frontback(value);
[6149]423    }
424
[5993]425    void NewHumanController::yaw(const Vector2& value)
426    {
[6377]427        //SUPER(NewHumanController, yaw, value);
428        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
[6091]429            HumanController::yaw(value);
[6143]430
[6866]431        if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
432            this->currentYaw_ = value.x;
[5979]433    }
[6055]434
[5993]435    void NewHumanController::pitch(const Vector2& value)
[5981]436    {
[6377]437        //SUPER(NewHumanController, pitch, value);
438        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
[6091]439            HumanController::pitch(value);
440
[6866]441        if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
442            this->currentPitch_ = value.x;
[5981]443    }
[6091]444
[6149]445    void NewHumanController::changeMode()
446    {
[6365]447        if (NewHumanController::localController_s)
[6111]448        {
[6365]449            if (NewHumanController::localController_s->controlMode_ == 0)
450            {
[6111]451                NewHumanController::localController_s->controlMode_ = 1;
[6210]452                NewHumanController::localController_s->hideArrows();
[6365]453            }
454            else
455                NewHumanController::localController_s->controlMode_ = 0;
[6111]456        }
[6091]457    }
[6143]458
[6115]459    void NewHumanController::changedControllableEntity()
460    {
461        this->controlMode_ = 0;
462        this->currentYaw_ = 0;
463        this->currentPitch_ = 0;
[6377]464        if (this->getControllableEntity() && (this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
[6236]465        {
[6883]466           
[6236]467            this->showOverlays_ = true;
[6377]468            if (!this->controlPaused_)
[6236]469            {
470                this->showOverlays();
471                this->alignArrows();
472            }
473        }
474        else
475        {
476            this->showOverlays_ = false;
477            this->hideOverlays();
478        }
[6115]479    }
[6149]480
481    void NewHumanController::accelerate()
482    {
[6377]483        if (NewHumanController::localController_s)
[6173]484            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ + 0.2f, 0.00f, 1.0f);
[6149]485    }
486
487    void NewHumanController::decelerate()
488    {
[6377]489        if (NewHumanController::localController_s)
[6173]490            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ - 0.1f, 0.0f, 1.0f);
[6149]491    }
[6195]492
[6377]493    void NewHumanController::doResumeControl()
494    {
[6195]495        this->controlPaused_ = false;
[6377]496        if (this->showOverlays_)
[6236]497            this->showOverlays();
[6195]498    }
499
[6377]500    void NewHumanController::doPauseControl()
501    {
[6195]502        this->controlPaused_ = true;
[6236]503        this->hideOverlays();
[6195]504    }
[6210]505
[6377]506    void NewHumanController::alignArrows()
507    {
508        if (showArrows_)
509        {
[6210]510            hideArrows();
[6387]511
[6210]512            float distance = sqrt(pow(static_cast<float>(this->currentYaw_)/2*-1,2) + pow(static_cast<float>(this->currentPitch_)/2*-1,2));
[6387]513
[6502]514            if (distance > 0.04f && distance <= 0.59f * arrowsSize_ / 2.0f )
[6377]515            {
[6502]516                this->arrowsOverlay1_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * Ogre::Math::PI) * 360.0f));
[6210]517                this->arrowsOverlay1_->show();
518            }
[6502]519            else if (distance > 0.59f * arrowsSize_ / 2.0f && distance <= 0.77f * arrowsSize_ / 2.0f )
[6377]520            {
[6502]521                this->arrowsOverlay2_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * Ogre::Math::PI) * 360.0f));
[6210]522                this->arrowsOverlay2_->show();
523            }
[6502]524            else if (distance > 0.77f * arrowsSize_ / 2.0f && distance <= arrowsSize_ / 2.0f)
[6377]525            {
[6502]526                this->arrowsOverlay3_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * Ogre::Math::PI) * 360.0f));
[6210]527                this->arrowsOverlay3_->show();
528            }
[6502]529            else if (distance > arrowsSize_ / 2.0f)
[6377]530            {
[6502]531                this->arrowsOverlay4_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * Ogre::Math::PI) * 360.0f));
[6210]532                this->arrowsOverlay4_->show();
533            }
534        }
535    }
536
[6377]537    void NewHumanController::showOverlays()
538    {
539        if (!GameMode::showsGraphics())
[6320]540            return;
[6236]541        this->crossHairOverlay_->show();
542        this->centerOverlay_->show();
[6289]543
[6377]544        if (showArrows_)
545        {
[6236]546            this->arrowsOverlay1_->show();
547            this->arrowsOverlay2_->show();
548            this->arrowsOverlay3_->show();
549            this->arrowsOverlay4_->show();
550        }
551    }
552
[6377]553    void NewHumanController::hideOverlays()
554    {
555        if (!GameMode::showsGraphics())
[6320]556            return;
[6236]557        this->crossHairOverlay_->hide();
558        this->centerOverlay_->hide();
[6289]559
[6377]560        if (showDamageOverlay_)
561        {
[6310]562            this->damageOverlayTop_->hide();
563            this->damageOverlayRight_->hide();
564            this->damageOverlayBottom_->hide();
565            this->damageOverlayLeft_->hide();
566        }
567
[6236]568        this->hideArrows();
569    }
570
[6377]571    void NewHumanController::hideArrows()
572    {
573        if(!GameMode::showsGraphics())
[6320]574            return;
[6377]575        if (showArrows_)
576        {
[6210]577            this->arrowsOverlay1_->hide();
578            this->arrowsOverlay2_->hide();
579            this->arrowsOverlay3_->hide();
580            this->arrowsOverlay4_->hide();
581        }
582    }
[5979]583}
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