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source: code/trunk/src/orxonox/controllers/NewHumanController.cc @ 7586

Last change on this file since 7586 was 7284, checked in by landauf, 14 years ago

merged consolecommands3 branch back to trunk.

note: the console command interface has changed completely, but the documentation is not yet up to date. just copy an existing command and change it to your needs, it's pretty self-explanatory. also the include files related to console commands are now located in core/command/. in the game it should work exactly like before, except for some changes in the auto-completion.

  • Property svn:eol-style set to native
File size: 23.7 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"
[7284]39#include "core/command/ConsoleCommand.h"
[5979]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{
[7284]51    SetConsoleCommand("NewHumanController", "changeMode", &NewHumanController::changeMode).keybindMode(KeybindMode::OnPress);
52    SetConsoleCommand("NewHumanController", "accelerate", &NewHumanController::accelerate).keybindMode(KeybindMode::OnPress);
53    SetConsoleCommand("NewHumanController", "decelerate", &NewHumanController::decelerate).keybindMode(KeybindMode::OnPress);
54    SetConsoleCommand("NewHumanController", "unfire",     &NewHumanController::unfire    ).keybindMode(KeybindMode::OnRelease).addShortcut();
[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();
[7163]219                    else if (this->getControllableEntity() &&  this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
220                    {
221                        this->showOverlays();
222                        this->hideArrows();
223                    }
[6289]224
[6502]225                    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]226
[6377]227                    if (this->controlMode_ == 0 || (this->controlMode_ == 1 && this->firemode_ == 1))
[6236]228                    {
[6377]229                        if (this->showOverlays_ && this->showArrows_)
[6236]230                            alignArrows();
231                    }
[6210]232                    else
233                        hideArrows();
[6310]234
[6377]235                    if (this->showDamageOverlay_ && (this->damageOverlayTT_ > 0 || this->damageOverlayTR_ > 0 || this->damageOverlayTB_ > 0 || this->damageOverlayTL_ > 0))
236                    {
[6310]237                        this->damageOverlayTT_ -= dt;
238                        this->damageOverlayTR_ -= dt;
239                        this->damageOverlayTB_ -= dt;
240                        this->damageOverlayTL_ -= dt;
[6377]241                        if (this->damageOverlayTT_ <= 0)
[6310]242                            this->damageOverlayTop_->hide();
[6377]243                        if (this->damageOverlayTR_ <= 0)
[6310]244                            this->damageOverlayRight_->hide();
[6377]245                        if (this->damageOverlayTB_ <= 0)
[6310]246                            this->damageOverlayBottom_->hide();
[6377]247                        if (this->damageOverlayTL_ <= 0)
[6310]248                            this->damageOverlayLeft_->hide();
249                    }
[6195]250                }
[6122]251            }
[6279]252            else
253                this->hideOverlays();
[6210]254
[6377]255            if (this->acceleration_ > 0)
[6173]256            {
[6377]257                if (this->accelerating_)
[6173]258                    HumanController::moveFrontBack(Vector2(1, 0));
259                else
[6388]260                    HumanController::moveFrontBack(Vector2(this->acceleration_, 0));
[6173]261                this->accelerating_ = false;
262                //HumanController::moveFrontBack(Vector2(clamp(this->acceleration_ + this->currentAcceleration_, 0.0f, 1.0f), 0));
263            }
[6111]264        }
[6001]265
[6360]266        // Reset pitch and yaw rates
[6365]267        // TODO: Reactivate this to fix the game pad problem with 0 input
268        //this->currentPitch_ = 0;
269        //this->currentYaw_ = 0;
[6360]270
[6001]271        HumanController::tick(dt);
272    }
273
[6033]274    void NewHumanController::doFire(unsigned int firemode)
275    {
[6377]276        if (!this->controllableEntity_)
[6316]277            return;
[6033]278
[6210]279        this->firemode_ = firemode;
280
[6157]281        if (firemode == 1 && this->controlMode_ == 1)
282        {
[6143]283            //unlocked steering, steer on right mouse click
[6144]284            HumanController::yaw(Vector2(this->currentYaw_, 0));
285            HumanController::pitch(Vector2(this->currentPitch_, 0));
[6143]286        }
[6157]287        else
[6143]288            HumanController::localController_s->getControllableEntity()->fire(firemode);
289
[6045]290    }
291
[6377]292    void NewHumanController::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
293    {
294        if (this->showDamageOverlay_ && !this->controlPaused_ && this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
295        {
[6310]296            Vector3 posA;
[6377]297            if (originator)
[6310]298                posA = originator->getWorldPosition();
299            else
300                posA = multi_cast<Vector3>(contactpoint.getPositionWorldOnA());
301            //Vector3 posB = multi_cast<Vector3>(contactpoint.getPositionWorldOnB());
302            //posA and posB are almost identical
[6295]303
[6310]304            Vector3 relativeHit = this->getControllableEntity()->getWorldOrientation().UnitInverse() * (this->getControllableEntity()->getWorldPosition() - posA);
[6295]305
[6310]306            //back is z positive
307            //x is left positive
308            //y is down positive
309            relativeHit.normalise();
310
[6502]311            float threshold = 0.3f;
[6377]312            if (relativeHit.x > threshold) // Left
[6310]313            {
314                this->damageOverlayLeft_->show();
315                this->damageOverlayTL_ = this->damageOverlayTime_;
316                //this->damageOverlayLeft_->setBackgroundAlpha(0.3);
317            }
[6377]318            if (relativeHit.x < -threshold) //Right
[6310]319            {
320                this->damageOverlayRight_->show();
321                this->damageOverlayTR_ = this->damageOverlayTime_;
322                //this->damageOverlayRight_->setBackgroundAlpha(0.3);
323            }
[6377]324            if (relativeHit.y > threshold) //Top
[6310]325            {
[6312]326                this->damageOverlayBottom_->show();
327                this->damageOverlayTB_ = this->damageOverlayTime_;
[6310]328                //this->damageOverlayTop_->setBackgroundAlpha(0.3);
329            }
[6377]330            if (relativeHit.y < -threshold) //Bottom
[6310]331            {
[6312]332                this->damageOverlayTop_->show();
333                this->damageOverlayTT_ = this->damageOverlayTime_;
[6310]334                //this->damageOverlayBottom_->setBackgroundAlpha(0.3);
335            }
336        }
[6295]337    }
338
[6210]339    void NewHumanController::unfire()
340    {
341        if (NewHumanController::localController_s)
342            NewHumanController::localController_s->doUnfire();
343    }
344
345    void NewHumanController::doUnfire()
346    {
347        this->firemode_ = -1;
348        hideArrows();
349    }
350
[6111]351    void NewHumanController::updateTarget()
[6055]352    {
353        Ogre::RaySceneQuery * rsq = HumanController::localController_s->getControllableEntity()->getScene()->getSceneManager()->createRayQuery(Ogre::Ray());
[6033]354
[6502]355        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]356
[6055]357        rsq->setRay(mouseRay);
358        rsq->setSortByDistance(true);
[6033]359
[6055]360        /*
361        Distance of objects:
362        ignore everything under 200 maybe even take 1000 as min distance to shoot at
[6033]363
[6055]364        shots are regularly traced and are entities!!!!!!!!! this is the biggest problem
365        they vanish only after a distance of 10'000
366        */
[6045]367
368
[6055]369        Ogre::RaySceneQueryResult& result = rsq->execute();
[6111]370        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
[7163]371        WorldEntity* myWe = static_cast<WorldEntity*>(this->getControllableEntity());
[6033]372
[6055]373        Ogre::RaySceneQueryResult::iterator itr;
374        for (itr = result.begin(); itr != result.end(); ++itr)
375        {
[7163]376//             CCOUT(0) << "testing object as target" << endl;
377            if (itr->movable->isInScene() && itr->movable->getMovableType() == "Entity" /*&& itr->distance > 500*/)
[6045]378            {
[6055]379                // Try to cast the user pointer
[7163]380                WorldEntity* wePtr;
381                try
382                {
383                    wePtr = dynamic_cast<WorldEntity*>(Ogre::any_cast<OrxonoxClass*>(itr->movable->getUserAny()));
384                }
385                catch (...)
386                {
387                    continue;
388                }
389
390                // make sure we don't shoot ourselves
391                if( wePtr==myWe )
392                    continue;
393
[6055]394                if (wePtr)
395                {
[6377]396                    // go through all parents of object and look whether they are sightable or not
[6114]397                    bool isSightable = false;
398                    WorldEntity* parent = wePtr->getParent();
[6377]399                    while (parent)
[6114]400                    {
[7163]401                        if (this->targetMask_.isExcluded(parent->getIdentifier()) || parent==myWe)
[6114]402                        {
403                            parent = parent->getParent();
404                            continue;
405                        }
406                        else
407                        {
408                            isSightable = true;
409                            break;
410                        }
411                    }
[6377]412                    if (!isSightable)
[6055]413                        continue;
[6045]414                }
[6143]415
[6377]416                if (this->getControllableEntity() && this->getControllableEntity()->getTarget() != wePtr)
[6116]417                    this->getControllableEntity()->setTarget(wePtr);
[6091]418
[6377]419                if (pawn)
[6143]420                    pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance );
421
[6195]422                //itr->movable->getParentSceneNode()->showBoundingBox(true);
[6111]423                //return mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance; //or itr->movable->getParentSceneNode()->_getDerivedPosition()
424                return;
[6045]425            }
[6377]426        }
[6091]427
[6377]428        if (pawn)
[6111]429            pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * 1200 );
[6143]430
431        if( this->getControllableEntity() && this->getControllableEntity()->getTarget() != 0 )
432            this->getControllableEntity()->setTarget( 0 );
[6033]433
[6091]434        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getWorldOrientation() * Vector3::NEGATIVE_UNIT_Z * 2000);
[6058]435        //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getCamera()->getOgreCamera()->getOrientation() * Vector3::NEGATIVE_UNIT_Z);
[6033]436    }
437
[6149]438    void NewHumanController::frontback(const Vector2& value)
439    {
[6173]440        this->accelerating_ = true;
[6149]441
[6173]442        //if (this->acceleration_ == 0)
[6377]443        HumanController::frontback(value);
[6149]444    }
445
[5993]446    void NewHumanController::yaw(const Vector2& value)
447    {
[6377]448        //SUPER(NewHumanController, yaw, value);
449        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
[6091]450            HumanController::yaw(value);
[6143]451
[7163]452        if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
453            this->currentYaw_ = value.x;
[5979]454    }
[6055]455
[5993]456    void NewHumanController::pitch(const Vector2& value)
[5981]457    {
[6377]458        //SUPER(NewHumanController, pitch, value);
459        if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook()))
[6091]460            HumanController::pitch(value);
461
[7163]462        if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer")))
463            this->currentPitch_ = value.x;
[5981]464    }
[6091]465
[6149]466    void NewHumanController::changeMode()
467    {
[6365]468        if (NewHumanController::localController_s)
[6111]469        {
[6365]470            if (NewHumanController::localController_s->controlMode_ == 0)
471            {
[6111]472                NewHumanController::localController_s->controlMode_ = 1;
[6210]473                NewHumanController::localController_s->hideArrows();
[6365]474            }
475            else
476                NewHumanController::localController_s->controlMode_ = 0;
[6111]477        }
[6091]478    }
[6143]479
[6115]480    void NewHumanController::changedControllableEntity()
481    {
482        this->controlMode_ = 0;
483        this->currentYaw_ = 0;
484        this->currentPitch_ = 0;
[6377]485        if (this->getControllableEntity() && (this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket"))))
[6236]486        {
487            this->showOverlays_ = true;
[6377]488            if (!this->controlPaused_)
[6236]489            {
490                this->showOverlays();
491                this->alignArrows();
492            }
493        }
494        else
495        {
496            this->showOverlays_ = false;
497            this->hideOverlays();
498        }
[6115]499    }
[6149]500
501    void NewHumanController::accelerate()
502    {
[6377]503        if (NewHumanController::localController_s)
[6173]504            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ + 0.2f, 0.00f, 1.0f);
[6149]505    }
506
507    void NewHumanController::decelerate()
508    {
[6377]509        if (NewHumanController::localController_s)
[6173]510            NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ - 0.1f, 0.0f, 1.0f);
[6149]511    }
[6195]512
[6377]513    void NewHumanController::doResumeControl()
514    {
[6195]515        this->controlPaused_ = false;
[6377]516        if (this->showOverlays_)
[6236]517            this->showOverlays();
[6195]518    }
519
[6377]520    void NewHumanController::doPauseControl()
521    {
[6195]522        this->controlPaused_ = true;
[6236]523        this->hideOverlays();
[6195]524    }
[6210]525
[6377]526    void NewHumanController::alignArrows()
527    {
528        if (showArrows_)
529        {
[6210]530            hideArrows();
[6387]531
[6210]532            float distance = sqrt(pow(static_cast<float>(this->currentYaw_)/2*-1,2) + pow(static_cast<float>(this->currentPitch_)/2*-1,2));
[6387]533
[6502]534            if (distance > 0.04f && distance <= 0.59f * arrowsSize_ / 2.0f )
[6377]535            {
[7184]536                this->arrowsOverlay1_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * math::pi) * 360.0f));
[6210]537                this->arrowsOverlay1_->show();
538            }
[6502]539            else if (distance > 0.59f * arrowsSize_ / 2.0f && distance <= 0.77f * arrowsSize_ / 2.0f )
[6377]540            {
[7184]541                this->arrowsOverlay2_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * math::pi) * 360.0f));
[6210]542                this->arrowsOverlay2_->show();
543            }
[6502]544            else if (distance > 0.77f * arrowsSize_ / 2.0f && distance <= arrowsSize_ / 2.0f)
[6377]545            {
[7184]546                this->arrowsOverlay3_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * math::pi) * 360.0f));
[6210]547                this->arrowsOverlay3_->show();
548            }
[6502]549            else if (distance > arrowsSize_ / 2.0f)
[6377]550            {
[7184]551                this->arrowsOverlay4_->setRotation(Degree(-90 + -1.0f * atan2(static_cast<float>(this->currentPitch_)/2*-1, static_cast<float>(this->currentYaw_)/2*-1) / (2.0f * math::pi) * 360.0f));
[6210]552                this->arrowsOverlay4_->show();
553            }
554        }
555    }
556
[6377]557    void NewHumanController::showOverlays()
558    {
559        if (!GameMode::showsGraphics())
[6320]560            return;
[6236]561        this->crossHairOverlay_->show();
562        this->centerOverlay_->show();
[6289]563
[6377]564        if (showArrows_)
565        {
[6236]566            this->arrowsOverlay1_->show();
567            this->arrowsOverlay2_->show();
568            this->arrowsOverlay3_->show();
569            this->arrowsOverlay4_->show();
570        }
571    }
572
[6377]573    void NewHumanController::hideOverlays()
574    {
575        if (!GameMode::showsGraphics())
[6320]576            return;
[6236]577        this->crossHairOverlay_->hide();
578        this->centerOverlay_->hide();
[6289]579
[6377]580        if (showDamageOverlay_)
581        {
[6310]582            this->damageOverlayTop_->hide();
583            this->damageOverlayRight_->hide();
584            this->damageOverlayBottom_->hide();
585            this->damageOverlayLeft_->hide();
586        }
587
[6236]588        this->hideArrows();
589    }
590
[6377]591    void NewHumanController::hideArrows()
592    {
593        if(!GameMode::showsGraphics())
[6320]594            return;
[6377]595        if (showArrows_)
596        {
[6210]597            this->arrowsOverlay1_->hide();
598            this->arrowsOverlay2_->hide();
599            this->arrowsOverlay3_->hide();
600            this->arrowsOverlay4_->hide();
601        }
602    }
[7163]603
604
605
606
607
[5979]608}
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