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source: orxonox.OLD/branches/network/src/world_entities/weapons/aim.cc @ 6765

Last change on this file since 6765 was 6724, checked in by bensch, 19 years ago

merged the Spaceshipcontrol back to the trunk

File size: 5.5 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
17
18#include "aim.h"
19
20#include "load_param.h"
21#include "graphics_engine.h"
22#include "state.h"
23#include "material.h"
24#include "t_animation.h"
25#include "text.h"
26
27#include "world_entity.h"
28
29using namespace std;
30
31
32/**
33 * standart constructor
34 */
35Aim::Aim (PNode* source, const TiXmlElement* root)
36{
37  this->init();
38
39  this->source = source;
40
41  if (root)
42    this->loadParams(root);
43  else
44    this->setTexture("maps/aim.png");
45}
46
47/**
48 * destroys a Aim
49*/
50Aim::~Aim ()
51{
52  if (this->material)
53    delete this->material;
54
55/*  if (this->text != NULL)
56    delete this->text;*/
57}
58
59/**
60 * initializes the Aim
61 */
62void Aim::init()
63{
64  this->setClassID(CL_CROSSHAIR, "Aim");
65  this->setName("Aim");
66
67  this->setLayer(E2D_LAYER_TOP);
68  this->setRotationSpeed(30.0* (float)rand()/RAND_MAX + 10.0);
69  this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0);
70
71  this->setBindNode(this);
72  this->material = new Material;
73  this->source = NULL;
74
75  this->range = 10000;
76  this->angle = M_PI_4;
77  this->group = OM_GROUP_01;
78  this->anim = new tAnimation<Aim>(this, &Aim::setSize);
79  this->anim->setInfinity(ANIM_INF_CONSTANT);
80  this->anim->addKeyFrame(500, .3, ANIM_LINEAR);
81  this->anim->addKeyFrame(100, .2, ANIM_LINEAR);
82  this->anim->addKeyFrame(50, .01, ANIM_LINEAR);
83
84/*  this->text = new Text();
85  this->text->setLayer(this->getLayer());
86  this->text->setParent2D(this);
87  this->text->setRelCoor2D(10, -50);
88  this->text->setParentMode2D(E2D_PARENT_MOVEMENT);
89  this->text->setText("Testing");*/
90}
91
92void Aim::loadParams(const TiXmlElement* root)
93{
94  PNode::loadParams(root);
95
96  LoadParam(root, "texture", this, Aim, setTexture)
97      .describe("the texture-file to load onto the Aim");
98
99  LoadParam(root, "size", this, Aim, setSize)
100      .describe("the size of the Aim in Pixels");
101
102  LoadParam(root, "rotation-speed", this, Aim, setRotationSpeed)
103      .describe("the Speed with which the Aim should rotate");
104}
105
106void Aim::searchTarget()
107{
108  std::list<WorldEntity*>::iterator entity;
109
110  for (entity = State::getObjectManager()->getObjectList(group).begin();
111       entity != State::getObjectManager()->getObjectList(group).end();
112       entity ++)
113  {
114    diffVec = ( (*entity)->getAbsCoor() - this->source->getAbsCoor() );
115
116    if ( diffVec.len() < range  &&  acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) ) < angle)
117    {
118      //if (this->getParent() != (*entity))
119      {
120        this->anim->replay();
121        this->setParentSoft(*entity, 5);
122        return;
123      }
124    }
125  }
126
127   //if no target found:
128   this->setParent(PNode::getNullParent());
129
130
131
132}
133
134
135/**
136 * @brief sets the size of the Aim.
137 * @param size the size in pixels
138 */
139void Aim::setSize(float size)
140{
141  this->setSize2D(size/2, size/2);
142}
143
144/**
145 * sets the material to load
146 * @param textureFile The texture-file to load onto the crosshair
147 */
148void Aim::setTexture(const char* textureFile)
149{
150  this->material->setDiffuseMap(textureFile);
151}
152
153/**
154 * ticks the Aim
155 * @param dt the time to ticks
156 */
157void Aim::tick(float dt)
158{
159  // let the crosshair rotate
160  this->shiftDir2D(dt * rotationSpeed);
161
162//   char outputText[100];
163//   sprintf(outputText, "%s - distance: %f\n", this->getParent()->getName(), (this->source->getAbsCoor() - this->getAbsCoor()).len());
164//   this->text->setText(outputText);
165
166
167//  if (this->source->getAbsCoor().x > this->getAbsCoor().x )
168  diffVec = ( this->getAbsCoor() - this->source->getAbsCoor() );
169//only look for target if the aim hasn`t locked a target yet or if the actual target is out of range
170   if(this->getParent() == PNode::getNullParent() || 
171      diffVec.len() > range  || 
172      ( acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) ) > angle))
173    {
174     this->searchTarget();
175    }
176
177//   float z = 0.0f;
178//   glReadPixels ((int)this->getAbsCoor2D().x,
179//                  GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1,
180//                  1,
181//                  1,
182//                  GL_DEPTH_COMPONENT,
183//                  GL_FLOAT,
184//                  &z);
185//
186//
187//   GLdouble objX=.0, objY=.0, objZ=.0;
188//   gluUnProject(this->getAbsCoor2D().x,
189//                GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1,
190//                .99,  // z
191//                GraphicsEngine::modMat,
192//                GraphicsEngine::projMat,
193//                GraphicsEngine::viewPort,
194//                &objX,
195//                &objY,
196//                &objZ );
197//
198//   this->setAbsCoor(objX, objY, objZ);
199}
200
201/**
202 * draws the crosshair
203 */
204void Aim::draw() const
205{
206
207 if( this->getParent() != PNode::getNullParent() )
208  {
209  glPushMatrix();
210  glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
211
212  glRotatef(this->getAbsDir2D(), 0,0,1);
213  this->material->select();
214  glBegin(GL_TRIANGLE_STRIP);
215  glTexCoord2f(0, 0);
216  glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
217  glTexCoord2f(1, 0);
218  glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
219  glTexCoord2f(0, 1);
220  glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
221  glTexCoord2f(1, 1);
222  glVertex2f(this->getSizeX2D(), this->getSizeY2D());
223  glEnd();
224  glPopMatrix();
225  }
226
227}
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