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source: orxonox.OLD/trunk/src/world_entities/weapons/aim.cc @ 6734

Last change on this file since 6734 was 6724, checked in by bensch, 19 years ago

merged the Spaceshipcontrol back to the trunk

File size: 5.5 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
[6724]75  this->range = 10000;
76  this->angle = M_PI_4;
77  this->group = OM_GROUP_01;
[5750]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
[6305]84/*  this->text = new Text();
[5779]85  this->text->setLayer(this->getLayer());
[5750]86  this->text->setParent2D(this);
87  this->text->setRelCoor2D(10, -50);
88  this->text->setParentMode2D(E2D_PARENT_MOVEMENT);
[6305]89  this->text->setText("Testing");*/
[3365]90}
[1853]91
[5556]92void Aim::loadParams(const TiXmlElement* root)
[3543]93{
[6512]94  PNode::loadParams(root);
[4830]95
[5671]96  LoadParam(root, "texture", this, Aim, setTexture)
[5556]97      .describe("the texture-file to load onto the Aim");
[4831]98
[5671]99  LoadParam(root, "size", this, Aim, setSize)
[5556]100      .describe("the size of the Aim in Pixels");
[4832]101
[5671]102  LoadParam(root, "rotation-speed", this, Aim, setRotationSpeed)
[5556]103      .describe("the Speed with which the Aim should rotate");
[3543]104}
[4779]105
[6637]106void Aim::searchTarget()
[5750]107{
[6222]108  std::list<WorldEntity*>::iterator entity;
109
[6724]110  for (entity = State::getObjectManager()->getObjectList(group).begin();
111       entity != State::getObjectManager()->getObjectList(group).end();
[6222]112       entity ++)
[5750]113  {
[6637]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)
[5750]117    {
[6724]118      //if (this->getParent() != (*entity))
[5750]119      {
120        this->anim->replay();
[6222]121        this->setParentSoft(*entity, 5);
122        return;
[5750]123      }
124    }
125  }
[6724]126
127   //if no target found:
128   this->setParent(PNode::getNullParent());
129
130
131
[5750]132}
133
134
[4832]135/**
[6305]136 * @brief sets the size of the Aim.
[4832]137 * @param size the size in pixels
138 */
[5556]139void Aim::setSize(float size)
[4832]140{
[5378]141  this->setSize2D(size/2, size/2);
142}
[4832]143
144/**
145 * sets the material to load
146 * @param textureFile The texture-file to load onto the crosshair
147 */
[5556]148void Aim::setTexture(const char* textureFile)
[4832]149{
150  this->material->setDiffuseMap(textureFile);
151}
152
153/**
[5556]154 * ticks the Aim
[4832]155 * @param dt the time to ticks
156 */
[5556]157void Aim::tick(float dt)
[4832]158{
[4834]159  // let the crosshair rotate
[5378]160  this->shiftDir2D(dt * rotationSpeed);
[4781]161
[6305]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);
[4832]165
166
[6637]167//  if (this->source->getAbsCoor().x > this->getAbsCoor().x )
[6724]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    {
[6637]174     this->searchTarget();
[6724]175    }
176
[5750]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);
[4834]199}
200
201/**
202 * draws the crosshair
203 */
[5556]204void Aim::draw() const
[4834]205{
[5750]206
[6724]207 if( this->getParent() != PNode::getNullParent() )
208  {
[4955]209  glPushMatrix();
[5378]210  glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
[4830]211
[5378]212  glRotatef(this->getAbsDir2D(), 0,0,1);
[4832]213  this->material->select();
214  glBegin(GL_TRIANGLE_STRIP);
215  glTexCoord2f(0, 0);
[5378]216  glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
[4832]217  glTexCoord2f(1, 0);
[5378]218  glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
[4832]219  glTexCoord2f(0, 1);
[5378]220  glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
[4832]221  glTexCoord2f(1, 1);
[5378]222  glVertex2f(this->getSizeX2D(), this->getSizeY2D());
[4832]223  glEnd();
[4955]224  glPopMatrix();
[6724]225  }
[4830]226
[4781]227}
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