/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON #include "aim.h" #include "util/loading/load_param.h" #include "graphics_engine.h" #include "state.h" #include "material.h" #include "t_animation.h" #include "text.h" #include "world_entity.h" /** * standart constructor */ Aim::Aim (PNode* source, const TiXmlElement* root) { this->init(); this->source = source; if (root) this->loadParams(root); else this->setTexture("maps/aim.png"); } /** * destroys a Aim */ Aim::~Aim () { if (this->material) delete this->material; /* if (this->text != NULL) delete this->text;*/ } /** * initializes the Aim */ void Aim::init() { this->setClassID(CL_CROSSHAIR, "Aim"); this->setName("Aim"); this->setLayer(E2D_LAYER_TOP); this->setRotationSpeed(30.0* (float)rand()/RAND_MAX + 10.0); this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0); this->setBindNode(this); this->material = new Material; this->source = NULL; this->range = 10000; this->angle = M_PI_4; this->group = OM_GROUP_01; this->anim = new tAnimation(this, &Aim::setSize); this->anim->setInfinity(ANIM_INF_CONSTANT); this->anim->addKeyFrame(500, .3, ANIM_LINEAR); this->anim->addKeyFrame(100, .2, ANIM_LINEAR); this->anim->addKeyFrame(50, .01, ANIM_LINEAR); /* this->text = new Text(); this->text->setLayer(this->getLayer()); this->text->setParent2D(this); this->text->setRelCoor2D(10, -50); this->text->setParentMode2D(E2D_PARENT_MOVEMENT); this->text->setText("Testing");*/ } void Aim::loadParams(const TiXmlElement* root) { PNode::loadParams(root); LoadParam(root, "texture", this, Aim, setTexture) .describe("the texture-file to load onto the Aim"); LoadParam(root, "size", this, Aim, setSize) .describe("the size of the Aim in Pixels"); LoadParam(root, "rotation-speed", this, Aim, setRotationSpeed) .describe("the Speed with which the Aim should rotate"); } void Aim::searchTarget() { ObjectManager::EntityList::iterator entity; for (entity = State::getObjectManager()->getObjectList(group).begin(); entity != State::getObjectManager()->getObjectList(group).end(); entity ++) { diffVec = ( (*entity)->getAbsCoor() - this->source->getAbsCoor() ); if ( diffVec.len() < range && acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) ) < angle) { //if (this->getParent() != (*entity)) { this->anim->replay(); this->setParentSoft(*entity, 5); return; } } } //if no target found: this->setParent(PNode::getNullParent()); } /** * @brief sets the size of the Aim. * @param size the size in pixels */ void Aim::setSize(float size) { this->setSize2D(size/2, size/2); } /** * sets the material to load * @param textureFile The texture-file to load onto the crosshair */ void Aim::setTexture(const std::string& textureFile) { this->material->setDiffuseMap(textureFile); } /** * ticks the Aim * @param dt the time to ticks */ void Aim::tick(float dt) { // let the crosshair rotate this->shiftDir2D(dt * rotationSpeed); // char outputText[100]; // sprintf(outputText, "%s - distance: %f\n", this->getParent()->getName(), (this->source->getAbsCoor() - this->getAbsCoor()).len()); // this->text->setText(outputText); // if (this->source->getAbsCoor().x > this->getAbsCoor().x ) diffVec = ( this->getAbsCoor() - this->source->getAbsCoor() ); //only look for target if the aim hasn`t locked a target yet or if the actual target is out of range if(this->getParent() == PNode::getNullParent() || diffVec.len() > range || ( acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) ) > angle)) { this->setParentSoft(PNode::getNullParent(),5); this->searchTarget(); } // float z = 0.0f; // glReadPixels ((int)this->getAbsCoor2D().x, // GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1, // 1, // 1, // GL_DEPTH_COMPONENT, // GL_FLOAT, // &z); // // // GLdouble objX=.0, objY=.0, objZ=.0; // gluUnProject(this->getAbsCoor2D().x, // GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1, // .99, // z // GraphicsEngine::modMat, // GraphicsEngine::projMat, // GraphicsEngine::viewPort, // &objX, // &objY, // &objZ ); //aa // this->setAbsCoor(objX, objY, objZ); } /** * draws the crosshair */ void Aim::draw() const { if( this->getParent() != PNode::getNullParent() ) { glPushMatrix(); glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0); glRotatef(this->getAbsDir2D(), 0,0,1); this->material->select(); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex2f(-this->getSizeX2D(), -this->getSizeY2D()); glTexCoord2f(1, 0); glVertex2f(this->getSizeX2D(), -this->getSizeY2D()); glTexCoord2f(0, 1); glVertex2f(-this->getSizeX2D(), this->getSizeY2D()); glTexCoord2f(1, 1); glVertex2f(this->getSizeX2D(), this->getSizeY2D()); glEnd(); glPopMatrix(); } }