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source: orxonox.OLD/trunk/src/world_entities/weapons/aim.cc @ 8188

Last change on this file since 8188 was 7370, checked in by bensch, 19 years ago

orxonox/trunk: drawLists/tickLists are used, and made some TiXmlElement to const TiXmlElement, also fixed some bugs in the loadWorldEntities-functions from Gameworld and SipleGameMenu

File size: 5.6 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
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
85/*  this->text = new Text();
86  this->text->setLayer(this->getLayer());
87  this->text->setParent2D(this);
88  this->text->setRelCoor2D(10, -50);
89  this->text->setParentMode2D(E2D_PARENT_MOVEMENT);
90  this->text->setText("Testing");*/
91}
92
93void Aim::loadParams(const TiXmlElement* root)
94{
95  PNode::loadParams(root);
96
97  LoadParam(root, "texture", this, Aim, setTexture)
98      .describe("the texture-file to load onto the Aim");
99
100  LoadParam(root, "size", this, Aim, setSize)
101      .describe("the size of the Aim in Pixels");
102
103  LoadParam(root, "rotation-speed", this, Aim, setRotationSpeed)
104      .describe("the Speed with which the Aim should rotate");
105}
106
107void Aim::searchTarget()
108{
109  ObjectManager::EntityList::iterator entity;
110
111  for (entity = State::getObjectManager()->getObjectList(group).begin();
112       entity != State::getObjectManager()->getObjectList(group).end();
113       entity ++)
114  {
115    diffVec = ( (*entity)->getAbsCoor() - this->source->getAbsCoor() );
116
117    if ( diffVec.len() < range &&  acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) )  < angle)
118    {
119      //if (this->getParent() != (*entity))
120      {
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
132
133}
134
135
136/**
137 * @brief sets the size of the Aim.
138 * @param size the size in pixels
139 */
140void Aim::setSize(float size)
141{
142  this->setSize2D(size/2, size/2);
143}
144
145/**
146 * sets the material to load
147 * @param textureFile The texture-file to load onto the crosshair
148 */
149void Aim::setTexture(const std::string& textureFile)
150{
151  this->material->setDiffuseMap(textureFile);
152}
153
154/**
155 * ticks the Aim
156 * @param dt the time to ticks
157 */
158void Aim::tick(float dt)
159{
160  // let the crosshair rotate
161  this->shiftDir2D(dt * rotationSpeed);
162
163//   char outputText[100];
164//   sprintf(outputText, "%s - distance: %f\n", this->getParent()->getName(), (this->source->getAbsCoor() - this->getAbsCoor()).len());
165//   this->text->setText(outputText);
166
167
168//  if (this->source->getAbsCoor().x > this->getAbsCoor().x )
169  diffVec = ( this->getAbsCoor() - this->source->getAbsCoor() );
170//only look for target if the aim hasn`t locked a target yet or if the actual target is out of range
171   if(this->getParent() == PNode::getNullParent() ||
172      diffVec.len() > range  ||
173     ( acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) ) > angle))
174    {
175     this->setParentSoft(PNode::getNullParent(),5);
176     this->searchTarget();
177    }
178
179//   float z = 0.0f;
180//   glReadPixels ((int)this->getAbsCoor2D().x,
181//                  GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1,
182//                  1,
183//                  1,
184//                  GL_DEPTH_COMPONENT,
185//                  GL_FLOAT,
186//                  &z);
187//
188//
189//   GLdouble objX=.0, objY=.0, objZ=.0;
190//   gluUnProject(this->getAbsCoor2D().x,
191//                GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1,
192//                .99,  // z
193//                GraphicsEngine::modMat,
194//                GraphicsEngine::projMat,
195//                GraphicsEngine::viewPort,
196//                &objX,
197//                &objY,
198//                &objZ );
199//aa
200//   this->setAbsCoor(objX, objY, objZ);
201}
202
203/**
204 * draws the crosshair
205 */
206void Aim::draw() const
207{
208
209 if( this->getParent() != PNode::getNullParent() )
210  {
211  glPushMatrix();
212  glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
213
214  glRotatef(this->getAbsDir2D(), 0,0,1);
215  this->material->select();
216  glBegin(GL_TRIANGLE_STRIP);
217  glTexCoord2f(0, 0);
218  glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
219  glTexCoord2f(1, 0);
220  glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
221  glTexCoord2f(0, 1);
222  glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
223  glTexCoord2f(1, 1);
224  glVertex2f(this->getSizeX2D(), this->getSizeY2D());
225  glEnd();
226  glPopMatrix();
227  }
228
229}
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