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source: code/trunk/src/orxonox/controllers/NewHumanController.cc @ 6698

Last change on this file since 6698 was 6598, checked in by scheusso, 15 years ago

someone forgot to delete these overlays

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