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source: orxonox.OLD/branches/playability/src/world_entities/weapons/aim.cc @ 10285

Last change on this file since 10285 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 6.1 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 "util/loading/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
29
30
31ObjectListDefinition(Aim);
32
33/**
34 * standart constructor
35 */
36Aim::Aim (PNode* source, const TiXmlElement* root)
37{
38  this->init();
39
40  this->source = source;
41
42  if (root)
43    this->loadParams(root);
44  else
45    this->setTexture("maps/aim.png");
46}
47
48/**
49 * destroys a Aim
50*/
51Aim::~Aim ()
52{
53  /*  if (this->text != NULL)
54      delete this->text;*/
55}
56
57/**
58 * initializes the Aim
59 */
60void Aim::init()
61{
62  this->registerObject(this, Aim::_objectList);
63  this->setName("Aim");
64
65  this->setLayer(E2D_LAYER_TOP);
66  this->setRotationSpeed(30.0* (float)rand()/RAND_MAX + 10.0);
67  this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0);
68
69  this->setBindNode(this);
70  this->source = NULL;
71
72  this->range = 1000;
73  this->angle = M_PI_4;
74  this->targetGroup = OM_GROUP_01;
75  this->anim = new tAnimation<Aim>(this, &Aim::setSize);
76  this->anim->setInfinity(ANIM_INF_CONSTANT);
77  this->anim->addKeyFrame(500, .3, ANIM_LINEAR);
78  this->anim->addKeyFrame(100, .2, ANIM_LINEAR);
79  this->anim->addKeyFrame(50, .01, ANIM_LINEAR);
80
81
82  /*  this->text = new Text();
83    this->text->setLayer(this->getLayer());
84    this->text->setParent2D(this);
85    this->text->setRelCoor2D(10, -50);
86    this->text->setParentMode2D(E2D_PARENT_MOVEMENT);
87    this->text->setText("Testing");*/
88}
89
90void Aim::loadParams(const TiXmlElement* root)
91{
92  PNode::loadParams(root);
93
94  LoadParam(root, "texture", this, Aim, setTexture)
95  .describe("the texture-file to load onto the Aim");
96
97  LoadParam(root, "size", this, Aim, setSize)
98  .describe("the size of the Aim in Pixels");
99
100  LoadParam(root, "rotation-speed", this, Aim, setRotationSpeed)
101  .describe("the Speed with which the Aim should rotate");
102
103  LoadParam(root, "target-group", this, Aim, setTargetGroupS);
104}
105
106void Aim::searchTarget()
107{
108  ObjectManager::EntityList::iterator entity;
109  //printf("%d\n", this->targetGroup);
110  for (entity = State::getObjectManager()->getEntityList(this->targetGroup).begin();
111       entity != State::getObjectManager()->getEntityList(this->targetGroup).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        //        printf("found target::: %d %s::%s\n", (*entity)->getOMListNumber(), (*entity)->getClassCName(), (*entity)->getCName());
121        this->anim->replay();
122        this->setParentSoft(*entity, 5);
123        return;
124      }
125    }
126  }
127
128  //if no target found:
129  this->setParent(PNode::getNullParent());
130}
131
132void Aim::setTargetGroupS(const std::string& groupName)
133{
134  OM_LIST id = ObjectManager::StringToOMList(groupName);
135  if (id != OM_NULL)
136    this->setTargetGroup(id);
137  else
138    PRINTF(2)("List %s not found for targetting\n", groupName.c_str());
139}
140
141/**
142 * @brief sets the size of the Aim.
143 * @param size the size in pixels
144 */
145void Aim::setSize(float size)
146{
147  this->setSize2D(size/2, size/2);
148}
149
150/**
151 * sets the material to load
152 * @param textureFile The texture-file to load onto the crosshair
153 */
154void Aim::setTexture(const std::string& textureFile)
155{
156  this->material.setDiffuseMap(textureFile);
157}
158
159/**
160 * ticks the Aim
161 * @param dt the time to ticks
162 */
163void Aim::tick(float dt)
164{
165  // let the crosshair rotate
166  this->shiftDir2D(dt * rotationSpeed);
167
168  //   char outputText[100];
169  //   sprintf(outputText, "%s - distance: %f\n", this->getParent()->getName(), (this->source->getAbsCoor() - this->getAbsCoor()).len());
170  //   this->text->setText(outputText);
171
172
173  //  if (this->source->getAbsCoor().x > this->getAbsCoor().x )
174  diffVec = ( this->getAbsCoor() - this->source->getAbsCoor() );
175  //only look for target if the aim hasn`t locked a target yet or if the actual target is out of range
176  if(this->getParent() == PNode::getNullParent() ||
177      diffVec.len() > range )// ||
178    //( acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) ) > angle))
179  {
180    this->setParentSoft(PNode::getNullParent(),5);
181    this->searchTarget();
182  }
183
184  //   float z = 0.0f;
185  //   glReadPixels ((int)this->getAbsCoor2D().x,
186  //                  GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1,
187  //                  1,
188  //                  1,
189  //                  GL_DEPTH_COMPONENT,
190  //                  GL_FLOAT,
191  //                  &z);
192  //
193  //
194  //   GLdouble objX=.0, objY=.0, objZ=.0;
195  //   gluUnProject(this->getAbsCoor2D().x,
196  //                GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1,
197  //                .99,  // z
198  //                GraphicsEngine::modMat,
199  //                GraphicsEngine::projMat,
200  //                GraphicsEngine::viewPort,
201  //                &objX,
202  //                &objY,
203  //                &objZ );
204  //aa
205  //   this->setAbsCoor(objX, objY, objZ);
206}
207
208/**
209 * draws the crosshair
210 */
211void Aim::draw() const
212{
213
214  if( this->getParent() != PNode::getNullParent() )
215  {
216    glPushMatrix();
217    glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
218
219    glRotatef(this->getAbsDir2D(), 0,0,1);
220    this->material.select();
221    glBegin(GL_TRIANGLE_STRIP);
222    glTexCoord2f(0, 0);
223    glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
224    glTexCoord2f(1, 0);
225    glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
226    glTexCoord2f(0, 1);
227    glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
228    glTexCoord2f(1, 1);
229    glVertex2f(this->getSizeX2D(), this->getSizeY2D());
230    glEnd();
231    glPopMatrix();
232  }
233
234}
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