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source: orxonox.OLD/trunk/src/world_entities/weapons/aim.cc @ 6648

Last change on this file since 6648 was 6637, checked in by bensch, 19 years ago

orxonox/trunk: merged the SpaceShipControl branche back to the trunk

merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/spaceshipcontrol . -r6482:HEAD

minor conflicts, and added file hover.cc/h to the Makefile.

File size: 5.4 KB
RevLine 
[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 "state.h"
[4832]23#include "material.h"
[5750]24#include "t_animation.h"
25#include "text.h"
[4781]26
[5750]27#include "world_entity.h"
28
[1856]29using namespace std;
[1853]30
[1856]31
[3245]32/**
[4832]33 * standart constructor
34 */
[5750]35Aim::Aim (PNode* source, const TiXmlElement* root)
[4832]36{
37  this->init();
38
[5750]39  this->source = source;
40
[4832]41  if (root)
42    this->loadParams(root);
43  else
44    this->setTexture("maps/aim.png");
45}
46
47/**
[5556]48 * destroys a Aim
[3245]49*/
[5556]50Aim::~Aim ()
[3365]51{
[4832]52  if (this->material)
[5557]53    delete this->material;
[5750]54
[6305]55/*  if (this->text != NULL)
56    delete this->text;*/
[4832]57}
58
59/**
[5556]60 * initializes the Aim
[4832]61 */
[5556]62void Aim::init()
[4832]63{
[5556]64  this->setClassID(CL_CROSSHAIR, "Aim");
65  this->setName("Aim");
[4320]66
[5398]67  this->setLayer(E2D_LAYER_TOP);
[5750]68  this->setRotationSpeed(30.0* (float)rand()/RAND_MAX + 10.0);
[4832]69  this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0);
[4830]70
[5750]71  this->setBindNode(this);
[4832]72  this->material = new Material;
[5750]73  this->source = NULL;
74
[6637]75  this->range = 0;
76  this->angle = 0;
[5750]77  this->anim = new tAnimation<Aim>(this, &Aim::setSize);
78  this->anim->setInfinity(ANIM_INF_CONSTANT);
79  this->anim->addKeyFrame(500, .3, ANIM_LINEAR);
80  this->anim->addKeyFrame(100, .2, ANIM_LINEAR);
81  this->anim->addKeyFrame(50, .01, ANIM_LINEAR);
82
[6305]83/*  this->text = new Text();
[5779]84  this->text->setLayer(this->getLayer());
[5750]85  this->text->setParent2D(this);
86  this->text->setRelCoor2D(10, -50);
87  this->text->setParentMode2D(E2D_PARENT_MOVEMENT);
[6305]88  this->text->setText("Testing");*/
[3365]89}
[1853]90
[5556]91void Aim::loadParams(const TiXmlElement* root)
[3543]92{
[6512]93  PNode::loadParams(root);
[4830]94
[5671]95  LoadParam(root, "texture", this, Aim, setTexture)
[5556]96      .describe("the texture-file to load onto the Aim");
[4831]97
[5671]98  LoadParam(root, "size", this, Aim, setSize)
[5556]99      .describe("the size of the Aim in Pixels");
[4832]100
[5671]101  LoadParam(root, "rotation-speed", this, Aim, setRotationSpeed)
[5556]102      .describe("the Speed with which the Aim should rotate");
[3543]103}
[4779]104
[6637]105void Aim::searchTarget()
[5750]106{
[6222]107  std::list<WorldEntity*>::iterator entity;
[6637]108  Vector diffVec(0.0, 0.0, 0.0);
109  diffVec = ( this->getAbsCoor() - this->source->getAbsCoor() );
[6222]110
[6637]111//only look for target if the aim hasn`t locked a target yet or if the actual target is out of range
112  if( this == PNode::getNullParent() || diffVec.len() > range  || ( acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) ) > angle))
[6222]113  for (entity = State::getObjectManager()->getObjectList(OM_GROUP_00).begin();
114       entity != State::getObjectManager()->getObjectList(OM_GROUP_00).end();
115       entity ++)
[5750]116  {
[6637]117    diffVec = ( (*entity)->getAbsCoor() - this->source->getAbsCoor() );
118
119    if ( diffVec.len() < range  &&  acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) ) < angle)
[5750]120    {
[6222]121      if (this->getParent() != (*entity))
[5750]122      {
123        this->anim->replay();
[6222]124        this->setParentSoft(*entity, 5);
125        return;
[5750]126      }
127    }
128  }
[6637]129//if no target found:
130  this->setParent(PNode::getNullParent());
[5750]131}
132
133
[4832]134/**
[6305]135 * @brief sets the size of the Aim.
[4832]136 * @param size the size in pixels
137 */
[5556]138void Aim::setSize(float size)
[4832]139{
[5378]140  this->setSize2D(size/2, size/2);
141}
[4832]142
143/**
144 * sets the material to load
145 * @param textureFile The texture-file to load onto the crosshair
146 */
[5556]147void Aim::setTexture(const char* textureFile)
[4832]148{
149  this->material->setDiffuseMap(textureFile);
150}
151
152/**
[5556]153 * ticks the Aim
[4832]154 * @param dt the time to ticks
155 */
[5556]156void Aim::tick(float dt)
[4832]157{
[4834]158  // let the crosshair rotate
[5378]159  this->shiftDir2D(dt * rotationSpeed);
[4781]160
[6305]161//   char outputText[100];
162//   sprintf(outputText, "%s - distance: %f\n", this->getParent()->getName(), (this->source->getAbsCoor() - this->getAbsCoor()).len());
163//   this->text->setText(outputText);
[4832]164
165
[6637]166//  if (this->source->getAbsCoor().x > this->getAbsCoor().x )
167     this->searchTarget();
[5750]168//   float z = 0.0f;
169//   glReadPixels ((int)this->getAbsCoor2D().x,
170//                  GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1,
171//                  1,
172//                  1,
173//                  GL_DEPTH_COMPONENT,
174//                  GL_FLOAT,
175//                  &z);
176//
177//
178//   GLdouble objX=.0, objY=.0, objZ=.0;
179//   gluUnProject(this->getAbsCoor2D().x,
180//                GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1,
181//                .99,  // z
182//                GraphicsEngine::modMat,
183//                GraphicsEngine::projMat,
184//                GraphicsEngine::viewPort,
185//                &objX,
186//                &objY,
187//                &objZ );
188//
189//   this->setAbsCoor(objX, objY, objZ);
[4834]190}
191
192/**
193 * draws the crosshair
194 */
[5556]195void Aim::draw() const
[4834]196{
[5750]197
[4955]198  glPushMatrix();
[5378]199  glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
[4830]200
[5378]201  glRotatef(this->getAbsDir2D(), 0,0,1);
[4832]202  this->material->select();
203  glBegin(GL_TRIANGLE_STRIP);
204  glTexCoord2f(0, 0);
[5378]205  glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
[4832]206  glTexCoord2f(1, 0);
[5378]207  glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
[4832]208  glTexCoord2f(0, 1);
[5378]209  glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
[4832]210  glTexCoord2f(1, 1);
[5378]211  glVertex2f(this->getSizeX2D(), this->getSizeY2D());
[4832]212  glEnd();
[4955]213  glPopMatrix();
[4830]214
[4781]215}
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