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source: orxonox.OLD/trunk/src/world_entities/weapons/aim.cc @ 5571

Last change on this file since 5571 was 5557, checked in by bensch, 19 years ago

orxonox/trunk: more around the aim-class

File size: 3.4 KB
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[4744]1/*
[1853]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.
[1855]10
11   ### File Specific:
[4779]12   main-programmer: Benjamin Grauer
[1855]13   co-programmer: ...
[1853]14*/
15
[5357]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
[1853]17
[5556]18#include "aim.h"
[4781]19
[4832]20#include "load_param.h"
[4781]21#include "graphics_engine.h"
22#include "glincl.h"
23#include "state.h"
[4832]24#include "material.h"
[4781]25
[1856]26using namespace std;
[1853]27
[1856]28
[3245]29/**
[4832]30 * standart constructor
31 */
[5556]32Aim::Aim (const TiXmlElement* root)
[4832]33{
34  this->init();
35
36  if (root)
37    this->loadParams(root);
38  else
39    this->setTexture("maps/aim.png");
40}
41
42/**
[5556]43 * destroys a Aim
[3245]44*/
[5556]45Aim::~Aim ()
[3365]46{
[4832]47  if (this->material)
[5557]48    delete this->material;
[4832]49}
50
51/**
[5556]52 * initializes the Aim
[4832]53 */
[5556]54void Aim::init()
[4832]55{
[5556]56  this->setClassID(CL_CROSSHAIR, "Aim");
57  this->setName("Aim");
[4320]58
[5398]59  this->setLayer(E2D_LAYER_TOP);
[4834]60  this->setRotationSpeed(5);
[4832]61  this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0);
[4830]62
[5396]63//  this->setBindNode(this);
[4832]64  this->material = new Material;
[3365]65}
[1853]66
67
[5556]68void Aim::loadParams(const TiXmlElement* root)
[3543]69{
[4832]70  static_cast<PNode*>(this)->loadParams(root);
[4830]71
[5556]72  LoadParam<Aim>(root, "texture", this, &Aim::setTexture)
73      .describe("the texture-file to load onto the Aim");
[4831]74
[5556]75  LoadParam<Aim>(root, "size", this, &Aim::setSize)
76      .describe("the size of the Aim in Pixels");
[4832]77
[5556]78  LoadParam<Aim>(root, "rotation-speed", this, &Aim::setRotationSpeed)
79      .describe("the Speed with which the Aim should rotate");
[3543]80}
[4779]81
[4832]82
83/**
[5556]84 * sets the size of the Aim.
[4832]85 * @param size the size in pixels
86 */
[5556]87void Aim::setSize(float size)
[4832]88{
[5378]89  this->setSize2D(size/2, size/2);
90}
[4832]91
92/**
93 * sets the material to load
94 * @param textureFile The texture-file to load onto the crosshair
95 */
[5556]96void Aim::setTexture(const char* textureFile)
[4832]97{
98  this->material->setDiffuseMap(textureFile);
99}
100
101/**
[5556]102 * ticks the Aim
[4832]103 * @param dt the time to ticks
104 */
[5556]105void Aim::tick(float dt)
[4832]106{
[4834]107  // let the crosshair rotate
[5378]108  this->shiftDir2D(dt * rotationSpeed);
[4781]109
[4832]110
[5219]111  float z = 0.0f;
[5378]112  glReadPixels ((int)this->getAbsCoor2D().x,
113                 GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1,
114                 1,
115                 1,
116                 GL_DEPTH_COMPONENT,
117                 GL_FLOAT,
118                 &z);
[4832]119
[5378]120
[5212]121  GLdouble objX=.0, objY=.0, objZ=.0;
[5378]122  gluUnProject(this->getAbsCoor2D().x,
123               GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1,
[4955]124               .99,  // z
[4826]125               GraphicsEngine::modMat,
126               GraphicsEngine::projMat,
127               GraphicsEngine::viewPort,
128               &objX,
129               &objY,
130               &objZ );
131
[4830]132  this->setAbsCoor(objX, objY, objZ);
[4834]133}
134
135/**
136 * draws the crosshair
137 */
[5556]138void Aim::draw() const
[4834]139{
[4955]140  glPushMatrix();
[5378]141  glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
[4830]142
[5378]143  glRotatef(this->getAbsDir2D(), 0,0,1);
[4832]144  this->material->select();
145  glBegin(GL_TRIANGLE_STRIP);
146  glTexCoord2f(0, 0);
[5378]147  glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
[4832]148  glTexCoord2f(1, 0);
[5378]149  glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
[4832]150  glTexCoord2f(0, 1);
[5378]151  glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
[4832]152  glTexCoord2f(1, 1);
[5378]153  glVertex2f(this->getSizeX2D(), this->getSizeY2D());
[4832]154  glEnd();
[4955]155  glPopMatrix();
[4830]156
[4781]157}
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