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source: code/branches/presentation3/src/orxonox/controllers/NewHumanController.cc @ 7073

Last change on this file since 7073 was 7073, checked in by landauf, 14 years ago

merged fps branch to presentation3

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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
[6598]187            if (this->arrowsOverlay1_)
188                this->arrowsOverlay1_->destroy();
189            if (this->arrowsOverlay2_)
190                this->arrowsOverlay2_->destroy();
191            if (this->arrowsOverlay3_)
192                this->arrowsOverlay3_->destroy();
193            if (this->arrowsOverlay4_)
194                this->arrowsOverlay4_->destroy();
195            if (this->damageOverlayTop_)
196                this->damageOverlayTop_->destroy();
197            if (this->damageOverlayLeft_)
198                this->damageOverlayLeft_->destroy();
199            if (this->damageOverlayRight_)
200                this->damageOverlayRight_->destroy();
201            if (this->damageOverlayBottom_)
202                this->damageOverlayBottom_->destroy();
[5981]203        }
[5979]204    }
205
[6055]206    void NewHumanController::tick(float dt)
207    {
[6122]208        if (GameMode::showsGraphics())
[6111]209        {
[6210]210
[6377]211            if (this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
[6122]212            {
[6157]213                this->updateTarget();
[6289]214
[6377]215                if (!controlPaused_ )
216                {
217                    if (this->getControllableEntity() && (this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
[7073]218                        {this->showOverlays();}
219                       
220                    if (this->getControllableEntity() &&  this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))\
221                        {this->showOverlays();
222                        this->hideArrows();}
[6289]223
[6502]224                    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]225
[6377]226                    if (this->controlMode_ == 0 || (this->controlMode_ == 1 && this->firemode_ == 1))
[6236]227                    {
[6377]228                        if (this->showOverlays_ && this->showArrows_)
[6236]229                            alignArrows();
230                    }
[6210]231                    else
232                        hideArrows();
[6310]233
[6377]234                    if (this->showDamageOverlay_ && (this->damageOverlayTT_ > 0 || this->damageOverlayTR_ > 0 || this->damageOverlayTB_ > 0 || this->damageOverlayTL_ > 0))
235                    {
[6310]236                        this->damageOverlayTT_ -= dt;
237                        this->damageOverlayTR_ -= dt;
238                        this->damageOverlayTB_ -= dt;
239                        this->damageOverlayTL_ -= dt;
[6377]240                        if (this->damageOverlayTT_ <= 0)
[6310]241                            this->damageOverlayTop_->hide();
[6377]242                        if (this->damageOverlayTR_ <= 0)
[6310]243                            this->damageOverlayRight_->hide();
[6377]244                        if (this->damageOverlayTB_ <= 0)
[6310]245                            this->damageOverlayBottom_->hide();
[6377]246                        if (this->damageOverlayTL_ <= 0)
[6310]247                            this->damageOverlayLeft_->hide();
248                    }
[6195]249                }
[6122]250            }
[6279]251            else
252                this->hideOverlays();
[6210]253
[6377]254            if (this->acceleration_ > 0)
[6173]255            {
[6377]256                if (this->accelerating_)
[6173]257                    HumanController::moveFrontBack(Vector2(1, 0));
258                else
[6388]259                    HumanController::moveFrontBack(Vector2(this->acceleration_, 0));
[6173]260                this->accelerating_ = false;
261                //HumanController::moveFrontBack(Vector2(clamp(this->acceleration_ + this->currentAcceleration_, 0.0f, 1.0f), 0));
262            }
[6111]263        }
[6001]264
[6360]265        // Reset pitch and yaw rates
[6365]266        // TODO: Reactivate this to fix the game pad problem with 0 input
267        //this->currentPitch_ = 0;
268        //this->currentYaw_ = 0;
[6360]269
[6001]270        HumanController::tick(dt);
271    }
272
[6033]273    void NewHumanController::doFire(unsigned int firemode)
274    {
[6377]275        if (!this->controllableEntity_)
[6316]276            return;
[6033]277
[6210]278        this->firemode_ = firemode;
279
[6157]280        if (firemode == 1 && this->controlMode_ == 1)
281        {
[6143]282            //unlocked steering, steer on right mouse click
[6144]283            HumanController::yaw(Vector2(this->currentYaw_, 0));
284            HumanController::pitch(Vector2(this->currentPitch_, 0));
[6143]285        }
[6157]286        else
[6143]287            HumanController::localController_s->getControllableEntity()->fire(firemode);
288
[6045]289    }
290
[6377]291    void NewHumanController::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
292    {
293        if (this->showDamageOverlay_ && !this->controlPaused_ && this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
294        {
[6310]295            Vector3 posA;
[6377]296            if (originator)
[6310]297                posA = originator->getWorldPosition();
298            else
299                posA = multi_cast<Vector3>(contactpoint.getPositionWorldOnA());
300            //Vector3 posB = multi_cast<Vector3>(contactpoint.getPositionWorldOnB());
301            //posA and posB are almost identical
[6295]302
[6310]303            Vector3 relativeHit = this->getControllableEntity()->getWorldOrientation().UnitInverse() * (this->getControllableEntity()->getWorldPosition() - posA);
[6295]304
[6310]305            //back is z positive
306            //x is left positive
307            //y is down positive
308            relativeHit.normalise();
309
[6502]310            float threshold = 0.3f;
[6377]311            if (relativeHit.x > threshold) // Left
[6310]312            {
313                this->damageOverlayLeft_->show();
314                this->damageOverlayTL_ = this->damageOverlayTime_;
315                //this->damageOverlayLeft_->setBackgroundAlpha(0.3);
316            }
[6377]317            if (relativeHit.x < -threshold) //Right
[6310]318            {
319                this->damageOverlayRight_->show();
320                this->damageOverlayTR_ = this->damageOverlayTime_;
321                //this->damageOverlayRight_->setBackgroundAlpha(0.3);
322            }
[6377]323            if (relativeHit.y > threshold) //Top
[6310]324            {
[6312]325                this->damageOverlayBottom_->show();
326                this->damageOverlayTB_ = this->damageOverlayTime_;
[6310]327                //this->damageOverlayTop_->setBackgroundAlpha(0.3);
328            }
[6377]329            if (relativeHit.y < -threshold) //Bottom
[6310]330            {
[6312]331                this->damageOverlayTop_->show();
332                this->damageOverlayTT_ = this->damageOverlayTime_;
[6310]333                //this->damageOverlayBottom_->setBackgroundAlpha(0.3);
334            }
335        }
[6295]336    }
337
[6210]338    void NewHumanController::unfire()
339    {
340        if (NewHumanController::localController_s)
341            NewHumanController::localController_s->doUnfire();
342    }
343
344    void NewHumanController::doUnfire()
345    {
346        this->firemode_ = -1;
347        hideArrows();
348    }
349
[6111]350    void NewHumanController::updateTarget()
[6055]351    {
352        Ogre::RaySceneQuery * rsq = HumanController::localController_s->getControllableEntity()->getScene()->getSceneManager()->createRayQuery(Ogre::Ray());
[6033]353
[6502]354        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]355
[6055]356        rsq->setRay(mouseRay);
357        rsq->setSortByDistance(true);
[6033]358
[6055]359        /*
360        Distance of objects:
361        ignore everything under 200 maybe even take 1000 as min distance to shoot at
[6033]362
[6055]363        shots are regularly traced and are entities!!!!!!!!! this is the biggest problem
364        they vanish only after a distance of 10'000
365        */
[6045]366
367
[6055]368        Ogre::RaySceneQueryResult& result = rsq->execute();
[6111]369        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
[6951]370        WorldEntity* myWe = static_cast<WorldEntity*>(this->getControllableEntity());
[6033]371
[6055]372        Ogre::RaySceneQueryResult::iterator itr;
373        for (itr = result.begin(); itr != result.end(); ++itr)
374        {
[6951]375//             CCOUT(0) << "testing object as target" << endl;
376            if (itr->movable->isInScene() && itr->movable->getMovableType() == "Entity" /*&& itr->distance > 500*/)
[6045]377            {
[6055]378                // Try to cast the user pointer
[6501]379                WorldEntity* wePtr = dynamic_cast<WorldEntity*>(Ogre::any_cast<OrxonoxClass*>(itr->movable->getUserAny()));
[6951]380               
381                // make sure we don't shoot ourselves
382                if( wePtr==myWe )
383                    continue;
384               
[6055]385                if (wePtr)
386                {
[6377]387                    // go through all parents of object and look whether they are sightable or not
[6114]388                    bool isSightable = false;
389                    WorldEntity* parent = wePtr->getParent();
[6377]390                    while (parent)
[6114]391                    {
[6951]392                        if (this->targetMask_.isExcluded(parent->getIdentifier()) || parent==myWe)
[6114]393                        {
394                            parent = parent->getParent();
395                            continue;
396                        }
397                        else
398                        {
399                            isSightable = true;
400                            break;
401                        }
402                    }
[6377]403                    if (!isSightable)
[6055]404                        continue;
[6045]405                }
[6143]406
[6377]407                if (this->getControllableEntity() && this->getControllableEntity()->getTarget() != wePtr)
[6116]408                    this->getControllableEntity()->setTarget(wePtr);
[6091]409
[6377]410                if (pawn)
[6143]411                    pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance );
412
[6195]413                //itr->movable->getParentSceneNode()->showBoundingBox(true);
[6111]414                //return mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance; //or itr->movable->getParentSceneNode()->_getDerivedPosition()
415                return;
[6045]416            }
[6377]417        }
[6091]418
[6377]419        if (pawn)
[6111]420            pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * 1200 );
[6143]421
422        if( this->getControllableEntity() && this->getControllableEntity()->getTarget() != 0 )
423            this->getControllableEntity()->setTarget( 0 );
[6033]424
[6091]425        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getWorldOrientation() * Vector3::NEGATIVE_UNIT_Z * 2000);
[6058]426        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getCamera()->getOgreCamera()->getOrientation() * Vector3::NEGATIVE_UNIT_Z);
[6033]427    }
428
[6149]429    void NewHumanController::frontback(const Vector2& value)
430    {
[6173]431        this->accelerating_ = true;
[6149]432
[6173]433        //if (this->acceleration_ == 0)
[6377]434        HumanController::frontback(value);
[6149]435    }
436
[5993]437    void NewHumanController::yaw(const Vector2& value)
438    {
[6377]439        //SUPER(NewHumanController, yaw, value);
440        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
[6091]441            HumanController::yaw(value);
[6143]442
[7073]443        if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
444            this->currentYaw_ = value.x;
[5979]445    }
[6055]446
[5993]447    void NewHumanController::pitch(const Vector2& value)
[5981]448    {
[6377]449        //SUPER(NewHumanController, pitch, value);
450        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
[6091]451            HumanController::pitch(value);
452
[7073]453        if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
454            this->currentPitch_ = value.x;
[5981]455    }
[6091]456
[6149]457    void NewHumanController::changeMode()
458    {
[6365]459        if (NewHumanController::localController_s)
[6111]460        {
[6365]461            if (NewHumanController::localController_s->controlMode_ == 0)
462            {
[6111]463                NewHumanController::localController_s->controlMode_ = 1;
[6210]464                NewHumanController::localController_s->hideArrows();
[6365]465            }
466            else
467                NewHumanController::localController_s->controlMode_ = 0;
[6111]468        }
[6091]469    }
[6143]470
[6115]471    void NewHumanController::changedControllableEntity()
472    {
473        this->controlMode_ = 0;
474        this->currentYaw_ = 0;
475        this->currentPitch_ = 0;
[6377]476        if (this->getControllableEntity() && (this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
[6236]477        {
478            this->showOverlays_ = true;
[6377]479            if (!this->controlPaused_)
[6236]480            {
481                this->showOverlays();
482                this->alignArrows();
483            }
484        }
485        else
486        {
487            this->showOverlays_ = false;
488            this->hideOverlays();
489        }
[6115]490    }
[6149]491
492    void NewHumanController::accelerate()
493    {
[6377]494        if (NewHumanController::localController_s)
[6173]495            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ + 0.2f, 0.00f, 1.0f);
[6149]496    }
497
498    void NewHumanController::decelerate()
499    {
[6377]500        if (NewHumanController::localController_s)
[6173]501            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ - 0.1f, 0.0f, 1.0f);
[6149]502    }
[6195]503
[6377]504    void NewHumanController::doResumeControl()
505    {
[6195]506        this->controlPaused_ = false;
[6377]507        if (this->showOverlays_)
[6236]508            this->showOverlays();
[6195]509    }
510
[6377]511    void NewHumanController::doPauseControl()
512    {
[6195]513        this->controlPaused_ = true;
[6236]514        this->hideOverlays();
[6195]515    }
[6210]516
[6377]517    void NewHumanController::alignArrows()
518    {
519        if (showArrows_)
520        {
[6210]521            hideArrows();
[6387]522
[6210]523            float distance = sqrt(pow(static_cast<float>(this->currentYaw_)/2*-1,2) + pow(static_cast<float>(this->currentPitch_)/2*-1,2));
[6387]524
[6502]525            if (distance > 0.04f && distance <= 0.59f * arrowsSize_ / 2.0f )
[6377]526            {
[6502]527                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]528                this->arrowsOverlay1_->show();
529            }
[6502]530            else if (distance > 0.59f * arrowsSize_ / 2.0f && distance <= 0.77f * arrowsSize_ / 2.0f )
[6377]531            {
[6502]532                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]533                this->arrowsOverlay2_->show();
534            }
[6502]535            else if (distance > 0.77f * arrowsSize_ / 2.0f && distance <= arrowsSize_ / 2.0f)
[6377]536            {
[6502]537                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]538                this->arrowsOverlay3_->show();
539            }
[6502]540            else if (distance > arrowsSize_ / 2.0f)
[6377]541            {
[6502]542                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]543                this->arrowsOverlay4_->show();
544            }
545        }
546    }
547
[6377]548    void NewHumanController::showOverlays()
549    {
550        if (!GameMode::showsGraphics())
[6320]551            return;
[6236]552        this->crossHairOverlay_->show();
553        this->centerOverlay_->show();
[6289]554
[6377]555        if (showArrows_)
556        {
[6236]557            this->arrowsOverlay1_->show();
558            this->arrowsOverlay2_->show();
559            this->arrowsOverlay3_->show();
560            this->arrowsOverlay4_->show();
561        }
562    }
563
[6377]564    void NewHumanController::hideOverlays()
565    {
566        if (!GameMode::showsGraphics())
[6320]567            return;
[6236]568        this->crossHairOverlay_->hide();
569        this->centerOverlay_->hide();
[6289]570
[6377]571        if (showDamageOverlay_)
572        {
[6310]573            this->damageOverlayTop_->hide();
574            this->damageOverlayRight_->hide();
575            this->damageOverlayBottom_->hide();
576            this->damageOverlayLeft_->hide();
577        }
578
[6236]579        this->hideArrows();
580    }
581
[6377]582    void NewHumanController::hideArrows()
583    {
584        if(!GameMode::showsGraphics())
[6320]585            return;
[6377]586        if (showArrows_)
587        {
[6210]588            this->arrowsOverlay1_->hide();
589            this->arrowsOverlay2_->hide();
590            this->arrowsOverlay3_->hide();
591            this->arrowsOverlay4_->hide();
592        }
593    }
[6951]594       
595
596   
597
598
[5979]599}
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