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source: code/trunk/src/orxonox/controllers/NewHumanController.cc @ 6503

Last change on this file since 6503 was 6502, checked in by rgrieder, 15 years ago

Removed a ton of msvc warnings revealed with OGRE v1.7 (they removed the warning suppressors in OgrePrerequisites.h).
All of them are conversions from one type to another that might be lossy (mostly double to float, please always use "3.7f" instead of "3.7" as constants when using floats).

  • Property svn:eol-style set to native
File size: 22.3 KB
RevLine 
[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                {
212                    if (this->getControllableEntity() && (this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
[6289]213                        this->showOverlays();
214
[6502]215                    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]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
[6502]301            float threshold = 0.3f;
[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
[6502]345        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]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
[6501]368                WorldEntity* wePtr = dynamic_cast<WorldEntity*>(Ogre::any_cast<OrxonoxClass*>(itr->movable->getUserAny()));
[6055]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
[6502]507            if (distance > 0.04f && distance <= 0.59f * arrowsSize_ / 2.0f )
[6377]508            {
[6502]509                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]510                this->arrowsOverlay1_->show();
511            }
[6502]512            else if (distance > 0.59f * arrowsSize_ / 2.0f && distance <= 0.77f * arrowsSize_ / 2.0f )
[6377]513            {
[6502]514                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]515                this->arrowsOverlay2_->show();
516            }
[6502]517            else if (distance > 0.77f * arrowsSize_ / 2.0f && distance <= arrowsSize_ / 2.0f)
[6377]518            {
[6502]519                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]520                this->arrowsOverlay3_->show();
521            }
[6502]522            else if (distance > arrowsSize_ / 2.0f)
[6377]523            {
[6502]524                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]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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