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source: code/branches/presentation2/src/orxonox/controllers/NewHumanController.cc @ 6532

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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
[6055]76        overlaySize_ = 0.08;
[6210]77        arrowsSize_ = 0.4;
[6310]78
79        damageOverlayTime_ = 0.6;
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");
103            centerOverlay_->setSize(Vector2(overlaySize_ * 2.5, overlaySize_ * 2.5));
[6377]104            centerOverlay_->setPosition(Vector2(0.5 - overlaySize_*2.5/2.0, 0.5 - overlaySize_*2.5/2.0));
[6195]105            centerOverlay_->hide();
[6210]106
[6377]107            if (showDamageOverlay_)
[6210]108            {
[6310]109                damageOverlayTop_ = new OrxonoxOverlay(this);
110                damageOverlayTop_->setBackgroundMaterial("Orxonox/DamageOverlayTop");
111                damageOverlayTop_->setSize(Vector2(overlaySize_ * 2.5, overlaySize_ * 2.5));
[6377]112                damageOverlayTop_->setPosition(Vector2(0.5 - overlaySize_*2.5/2.0, 0.5 - overlaySize_*2.5/2.0));
[6310]113                damageOverlayTop_->hide();
114
115                damageOverlayRight_ = new OrxonoxOverlay(this);
116                damageOverlayRight_->setBackgroundMaterial("Orxonox/DamageOverlayRight");
117                damageOverlayRight_->setSize(Vector2(overlaySize_ * 2.5, overlaySize_ * 2.5));
[6377]118                damageOverlayRight_->setPosition(Vector2(0.5 - overlaySize_*2.5/2.0, 0.5 - overlaySize_*2.5/2.0));
[6310]119                damageOverlayRight_->hide();
120
121                damageOverlayBottom_ = new OrxonoxOverlay(this);
122                damageOverlayBottom_->setBackgroundMaterial("Orxonox/DamageOverlayBottom");
123                damageOverlayBottom_->setSize(Vector2(overlaySize_ * 2.5, overlaySize_ * 2.5));
[6377]124                damageOverlayBottom_->setPosition(Vector2(0.5 - overlaySize_*2.5/2.0, 0.5 - overlaySize_*2.5/2.0));
[6310]125                damageOverlayBottom_->hide();
126
127                damageOverlayLeft_ = new OrxonoxOverlay(this);
128                damageOverlayLeft_->setBackgroundMaterial("Orxonox/DamageOverlayLeft");
129                damageOverlayLeft_->setSize(Vector2(overlaySize_ * 2.5, overlaySize_ * 2.5));
[6377]130                damageOverlayLeft_->setPosition(Vector2(0.5 - overlaySize_*2.5/2.0, 0.5 - overlaySize_*2.5/2.0));
[6310]131                damageOverlayLeft_->hide();
132            }
133
[6377]134            if (showArrows_)
[6310]135            {
[6210]136                arrowsOverlay1_ = new OrxonoxOverlay(this);
[6289]137                arrowsOverlay1_->setBackgroundMaterial("Orxonox/DirectionArrows1");
[6210]138                arrowsOverlay1_->setSize(Vector2(0.02727, 0.36 * arrowsSize_));
139                arrowsOverlay1_->setPickPoint(Vector2(0.5, 0.5));
140                arrowsOverlay1_->setPosition(Vector2(0.5, 0.5));
141                arrowsOverlay1_->hide();
[6387]142
[6210]143                arrowsOverlay2_ = new OrxonoxOverlay(this);
[6289]144                arrowsOverlay2_->setBackgroundMaterial("Orxonox/DirectionArrows2");
[6210]145                arrowsOverlay2_->setSize(Vector2(0.02727, 0.59 * arrowsSize_));
146                arrowsOverlay2_->setPickPoint(Vector2(0.5, 0.5));
147                arrowsOverlay2_->setPosition(Vector2(0.5, 0.5));
148                arrowsOverlay2_->hide();
[6387]149
[6210]150                arrowsOverlay3_ = new OrxonoxOverlay(this);
[6289]151                arrowsOverlay3_->setBackgroundMaterial("Orxonox/DirectionArrows3");
[6210]152                arrowsOverlay3_->setSize(Vector2(0.02727, 0.77 * arrowsSize_));
153                arrowsOverlay3_->setPickPoint(Vector2(0.5, 0.5));
154                arrowsOverlay3_->setPosition(Vector2(0.5, 0.5));
155                arrowsOverlay3_->hide();
[6387]156
[6210]157                arrowsOverlay4_ = new OrxonoxOverlay(this);
[6289]158                arrowsOverlay4_->setBackgroundMaterial("Orxonox/DirectionArrows4");
[6210]159                arrowsOverlay4_->setSize(Vector2(0.02727, arrowsSize_));
160                arrowsOverlay4_->setPickPoint(Vector2(0.5, 0.5));
161                arrowsOverlay4_->setPosition(Vector2(0.5, 0.5));
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                {
212                    if (this->getControllableEntity() && (this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
[6289]213                        this->showOverlays();
214
[6195]215                    this->crossHairOverlay_->setPosition(Vector2(static_cast<float>(this->currentYaw_)/2*-1+.5-overlaySize_/2, static_cast<float>(this->currentPitch_)/2*-1+.5-overlaySize_/2));
[6210]216
[6377]217                    if (this->controlMode_ == 0 || (this->controlMode_ == 1 && this->firemode_ == 1))
[6236]218                    {
[6377]219                        if (this->showOverlays_ && this->showArrows_)
[6236]220                            alignArrows();
221                    }
[6210]222                    else
223                        hideArrows();
[6310]224
[6377]225                    if (this->showDamageOverlay_ && (this->damageOverlayTT_ > 0 || this->damageOverlayTR_ > 0 || this->damageOverlayTB_ > 0 || this->damageOverlayTL_ > 0))
226                    {
[6310]227                        this->damageOverlayTT_ -= dt;
228                        this->damageOverlayTR_ -= dt;
229                        this->damageOverlayTB_ -= dt;
230                        this->damageOverlayTL_ -= dt;
[6377]231                        if (this->damageOverlayTT_ <= 0)
[6310]232                            this->damageOverlayTop_->hide();
[6377]233                        if (this->damageOverlayTR_ <= 0)
[6310]234                            this->damageOverlayRight_->hide();
[6377]235                        if (this->damageOverlayTB_ <= 0)
[6310]236                            this->damageOverlayBottom_->hide();
[6377]237                        if (this->damageOverlayTL_ <= 0)
[6310]238                            this->damageOverlayLeft_->hide();
239                    }
[6195]240                }
[6122]241            }
[6279]242            else
243                this->hideOverlays();
[6210]244
[6377]245            if (this->acceleration_ > 0)
[6173]246            {
[6377]247                if (this->accelerating_)
[6173]248                    HumanController::moveFrontBack(Vector2(1, 0));
249                else
[6388]250                    HumanController::moveFrontBack(Vector2(this->acceleration_, 0));
[6173]251                this->accelerating_ = false;
252                //HumanController::moveFrontBack(Vector2(clamp(this->acceleration_ + this->currentAcceleration_, 0.0f, 1.0f), 0));
253            }
[6111]254        }
[6001]255
[6360]256        // Reset pitch and yaw rates
[6365]257        // TODO: Reactivate this to fix the game pad problem with 0 input
258        //this->currentPitch_ = 0;
259        //this->currentYaw_ = 0;
[6360]260
[6001]261        HumanController::tick(dt);
262    }
263
[6033]264    void NewHumanController::doFire(unsigned int firemode)
265    {
[6377]266        if (!this->controllableEntity_)
[6316]267            return;
[6033]268
[6210]269        this->firemode_ = firemode;
270
[6157]271        if (firemode == 1 && this->controlMode_ == 1)
272        {
[6143]273            //unlocked steering, steer on right mouse click
[6144]274            HumanController::yaw(Vector2(this->currentYaw_, 0));
275            HumanController::pitch(Vector2(this->currentPitch_, 0));
[6143]276        }
[6157]277        else
[6143]278            HumanController::localController_s->getControllableEntity()->fire(firemode);
279
[6045]280    }
281
[6377]282    void NewHumanController::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
283    {
284        if (this->showDamageOverlay_ && !this->controlPaused_ && this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
285        {
[6310]286            Vector3 posA;
[6377]287            if (originator)
[6310]288                posA = originator->getWorldPosition();
289            else
290                posA = multi_cast<Vector3>(contactpoint.getPositionWorldOnA());
291            //Vector3 posB = multi_cast<Vector3>(contactpoint.getPositionWorldOnB());
292            //posA and posB are almost identical
[6295]293
[6310]294            Vector3 relativeHit = this->getControllableEntity()->getWorldOrientation().UnitInverse() * (this->getControllableEntity()->getWorldPosition() - posA);
[6295]295
[6310]296            //back is z positive
297            //x is left positive
298            //y is down positive
299            relativeHit.normalise();
300
301            float threshold = 0.3;
[6377]302            if (relativeHit.x > threshold) // Left
[6310]303            {
304                this->damageOverlayLeft_->show();
305                this->damageOverlayTL_ = this->damageOverlayTime_;
306                //this->damageOverlayLeft_->setBackgroundAlpha(0.3);
307            }
[6377]308            if (relativeHit.x < -threshold) //Right
[6310]309            {
310                this->damageOverlayRight_->show();
311                this->damageOverlayTR_ = this->damageOverlayTime_;
312                //this->damageOverlayRight_->setBackgroundAlpha(0.3);
313            }
[6377]314            if (relativeHit.y > threshold) //Top
[6310]315            {
[6312]316                this->damageOverlayBottom_->show();
317                this->damageOverlayTB_ = this->damageOverlayTime_;
[6310]318                //this->damageOverlayTop_->setBackgroundAlpha(0.3);
319            }
[6377]320            if (relativeHit.y < -threshold) //Bottom
[6310]321            {
[6312]322                this->damageOverlayTop_->show();
323                this->damageOverlayTT_ = this->damageOverlayTime_;
[6310]324                //this->damageOverlayBottom_->setBackgroundAlpha(0.3);
325            }
326        }
[6295]327    }
328
[6210]329    void NewHumanController::unfire()
330    {
331        if (NewHumanController::localController_s)
332            NewHumanController::localController_s->doUnfire();
333    }
334
335    void NewHumanController::doUnfire()
336    {
337        this->firemode_ = -1;
338        hideArrows();
339    }
340
[6111]341    void NewHumanController::updateTarget()
[6055]342    {
343        Ogre::RaySceneQuery * rsq = HumanController::localController_s->getControllableEntity()->getScene()->getSceneManager()->createRayQuery(Ogre::Ray());
[6033]344
[6058]345        Ogre::Ray mouseRay = HumanController::localController_s->getControllableEntity()->getCamera()->getOgreCamera()->getCameraToViewportRay(static_cast<float>(this->currentYaw_)/2*-1+.5, static_cast<float>(this->currentPitch_)/2*-1+.5);
[6033]346
[6055]347        rsq->setRay(mouseRay);
348        rsq->setSortByDistance(true);
[6033]349
[6055]350        /*
351        Distance of objects:
352        ignore everything under 200 maybe even take 1000 as min distance to shoot at
[6033]353
[6055]354        shots are regularly traced and are entities!!!!!!!!! this is the biggest problem
355        they vanish only after a distance of 10'000
356        */
[6045]357
358
[6055]359        Ogre::RaySceneQueryResult& result = rsq->execute();
[6111]360        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
[6033]361
[6055]362        Ogre::RaySceneQueryResult::iterator itr;
363        for (itr = result.begin(); itr != result.end(); ++itr)
364        {
365            if (itr->movable->isInScene() && itr->movable->getMovableType() == "Entity" && itr->distance > 500)
[6045]366            {
[6055]367                // Try to cast the user pointer
368                WorldEntity* wePtr = dynamic_cast<WorldEntity*>(itr->movable->getUserObject());
369                if (wePtr)
370                {
[6377]371                    // go through all parents of object and look whether they are sightable or not
[6114]372                    bool isSightable = false;
373                    WorldEntity* parent = wePtr->getParent();
[6377]374                    while (parent)
[6114]375                    {
376                        if (this->targetMask_.isExcluded(parent->getIdentifier()))
377                        {
378                            parent = parent->getParent();
379                            continue;
380                        }
381                        else
382                        {
383                            isSightable = true;
384                            break;
385                        }
386                    }
[6377]387                    if (!isSightable)
[6055]388                        continue;
[6045]389                }
[6143]390
[6377]391                if (this->getControllableEntity() && this->getControllableEntity()->getTarget() != wePtr)
[6116]392                    this->getControllableEntity()->setTarget(wePtr);
[6091]393
[6377]394                if (pawn)
[6143]395                    pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance );
396
[6195]397                //itr->movable->getParentSceneNode()->showBoundingBox(true);
[6111]398                //return mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance; //or itr->movable->getParentSceneNode()->_getDerivedPosition()
399                return;
[6045]400            }
[6377]401        }
[6091]402
[6377]403        if (pawn)
[6111]404            pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * 1200 );
[6143]405
406        if( this->getControllableEntity() && this->getControllableEntity()->getTarget() != 0 )
407            this->getControllableEntity()->setTarget( 0 );
[6033]408
[6091]409        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getWorldOrientation() * Vector3::NEGATIVE_UNIT_Z * 2000);
[6058]410        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getCamera()->getOgreCamera()->getOrientation() * Vector3::NEGATIVE_UNIT_Z);
[6033]411    }
412
[6149]413    void NewHumanController::frontback(const Vector2& value)
414    {
[6173]415        this->accelerating_ = true;
[6149]416
[6173]417        //if (this->acceleration_ == 0)
[6377]418        HumanController::frontback(value);
[6149]419    }
420
[5993]421    void NewHumanController::yaw(const Vector2& value)
422    {
[6377]423        //SUPER(NewHumanController, yaw, value);
424        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
[6091]425            HumanController::yaw(value);
[6143]426
[5993]427        this->currentYaw_ = value.x;
[5979]428    }
[6055]429
[5993]430    void NewHumanController::pitch(const Vector2& value)
[5981]431    {
[6377]432        //SUPER(NewHumanController, pitch, value);
433        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
[6091]434            HumanController::pitch(value);
435
[5993]436        this->currentPitch_ = value.x;
[5981]437    }
[6091]438
[6149]439    void NewHumanController::changeMode()
440    {
[6365]441        if (NewHumanController::localController_s)
[6111]442        {
[6365]443            if (NewHumanController::localController_s->controlMode_ == 0)
444            {
[6111]445                NewHumanController::localController_s->controlMode_ = 1;
[6210]446                NewHumanController::localController_s->hideArrows();
[6365]447            }
448            else
449                NewHumanController::localController_s->controlMode_ = 0;
[6111]450        }
[6091]451    }
[6143]452
[6115]453    void NewHumanController::changedControllableEntity()
454    {
455        this->controlMode_ = 0;
456        this->currentYaw_ = 0;
457        this->currentPitch_ = 0;
[6377]458        if (this->getControllableEntity() && (this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
[6236]459        {
460            this->showOverlays_ = true;
[6377]461            if (!this->controlPaused_)
[6236]462            {
463                this->showOverlays();
464                this->alignArrows();
465            }
466        }
467        else
468        {
469            this->showOverlays_ = false;
470            this->hideOverlays();
471        }
[6115]472    }
[6149]473
474    void NewHumanController::accelerate()
475    {
[6377]476        if (NewHumanController::localController_s)
[6173]477            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ + 0.2f, 0.00f, 1.0f);
[6149]478    }
479
480    void NewHumanController::decelerate()
481    {
[6377]482        if (NewHumanController::localController_s)
[6173]483            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ - 0.1f, 0.0f, 1.0f);
[6149]484    }
[6195]485
[6377]486    void NewHumanController::doResumeControl()
487    {
[6195]488        this->controlPaused_ = false;
[6377]489        if (this->showOverlays_)
[6236]490            this->showOverlays();
[6195]491    }
492
[6377]493    void NewHumanController::doPauseControl()
494    {
[6195]495        this->controlPaused_ = true;
[6236]496        this->hideOverlays();
[6195]497    }
[6210]498
[6377]499    void NewHumanController::alignArrows()
500    {
501        if (showArrows_)
502        {
[6210]503            hideArrows();
[6387]504
[6210]505            float distance = sqrt(pow(static_cast<float>(this->currentYaw_)/2*-1,2) + pow(static_cast<float>(this->currentPitch_)/2*-1,2));
[6387]506
[6377]507            if (distance > 0.04 && distance <= 0.59 * arrowsSize_ / 2.0 )
508            {
[6210]509                this->arrowsOverlay1_->setRotation(Degree(-90 + -1.0 * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * Ogre::Math::PI) * 360.0f));
510                this->arrowsOverlay1_->show();
511            }
[6377]512            else if (distance > 0.59 * arrowsSize_ / 2.0 && distance <= 0.77 * arrowsSize_ / 2.0 )
513            {
[6210]514                this->arrowsOverlay2_->setRotation(Degree(-90 + -1.0 * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * Ogre::Math::PI) * 360.0f));
515                this->arrowsOverlay2_->show();
516            }
[6377]517            else if (distance > 0.77 * arrowsSize_ / 2.0 && distance <= arrowsSize_ / 2.0)
518            {
[6210]519                this->arrowsOverlay3_->setRotation(Degree(-90 + -1.0 * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * Ogre::Math::PI) * 360.0f));
520                this->arrowsOverlay3_->show();
521            }
[6377]522            else if (distance > arrowsSize_ / 2.0)
523            {
[6210]524                this->arrowsOverlay4_->setRotation(Degree(-90 + -1.0 * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * Ogre::Math::PI) * 360.0f));
525                this->arrowsOverlay4_->show();
526            }
527        }
528    }
529
[6377]530    void NewHumanController::showOverlays()
531    {
532        if (!GameMode::showsGraphics())
[6320]533            return;
[6236]534        this->crossHairOverlay_->show();
535        this->centerOverlay_->show();
[6289]536
[6377]537        if (showArrows_)
538        {
[6236]539            this->arrowsOverlay1_->show();
540            this->arrowsOverlay2_->show();
541            this->arrowsOverlay3_->show();
542            this->arrowsOverlay4_->show();
543        }
544    }
545
[6377]546    void NewHumanController::hideOverlays()
547    {
548        if (!GameMode::showsGraphics())
[6320]549            return;
[6236]550        this->crossHairOverlay_->hide();
551        this->centerOverlay_->hide();
[6289]552
[6377]553        if (showDamageOverlay_)
554        {
[6310]555            this->damageOverlayTop_->hide();
556            this->damageOverlayRight_->hide();
557            this->damageOverlayBottom_->hide();
558            this->damageOverlayLeft_->hide();
559        }
560
[6236]561        this->hideArrows();
562    }
563
[6377]564    void NewHumanController::hideArrows()
565    {
566        if(!GameMode::showsGraphics())
[6320]567            return;
[6377]568        if (showArrows_)
569        {
[6210]570            this->arrowsOverlay1_->hide();
571            this->arrowsOverlay2_->hide();
572            this->arrowsOverlay3_->hide();
573            this->arrowsOverlay4_->hide();
574        }
575    }
[5979]576}
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