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source: orxonox.OLD/trunk/src/world_entities/weapons/aiming_system.cc @ 9304

Last change on this file since 9304 was 9298, checked in by bensch, 18 years ago

orxonox/trunk: merged the branche scripting back here.

merged with command:
svn merge -r9239:HEAD https://svn.orxonox.net/orxonox/branches/scripting .
no conflicts

File size: 3.1 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: Patrick Boenzli
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
17
18#include "aiming_system.h"
19
20#include "util/loading/load_param.h"
21
22#include "state.h"
23
24#include "aabb.h"
25#include "obb_tree.h"
26
27#include <vector>
28
29
30using namespace std;
31
32
33/**
34 * standart constructor
35 */
36AimingSystem::AimingSystem (WorldEntity* entity)
37  : WorldEntity()
38{
39  this->owner = entity;
40
41  this->init();
42}
43
44
45/**
46 * destroys a AimingSystem
47*/
48AimingSystem::~AimingSystem ()
49{}
50
51
52/**
53 * initializes the AimingSystem
54 */
55void AimingSystem::init()
56{
57  this->setClassID(CL_AIMING_SYSTEM, "AimingSystem");
58  this->setName("AimingSystem");
59
60  //this->loadModel("models/guns/targeting_system_body2.obj");
61//   this->loadModel("models/ships/fighter.obj");
62
63  // registering default reactions:
64  this->unsubscribeReaction(CREngine::CR_OBJECT_DAMAGE);
65  this->subscribeReaction(CREngine::CR_OBJECT_DAMAGE, CL_WORLD_ENTITY);
66
67  this->range = 1000.0f;
68  this->sideLength = 2.0f;
69
70  // new obb tree
71  this->obbTree = new OBBTree();
72  this->obbTree->createBox(Vector(0.0f, 0.0f, 0.0f), Vector(this->range, this->sideLength, this->sideLength));
73  this->setOBBTree(this->obbTree);
74}
75
76
77
78/**
79 * get back the nearest target
80 * @returns the nerest target
81 */
82WorldEntity* AimingSystem::getNearestTarget()
83{
84  if( this->selectionList.size() == 0)
85    return NULL;
86
87
88  WorldEntity* nearestEntity     = NULL;
89  float        distance          = 0.0f;
90  float        smalestDistance   = this->range * 5.0f;
91
92
93  for( int i = 0; i < this->selectionList.size(); i++)
94  {
95    distance = fabs((this->getAbsCoor() - this->selectionList[i]->getAbsCoor()).len());
96    if( distance < smalestDistance)
97    {
98      nearestEntity = this->selectionList[i];
99      smalestDistance = distance;
100    }
101  }
102
103  PRINTF(0)("entity: %s\n", nearestEntity->getClassName());
104    return nearestEntity;
105}
106
107
108/**
109 * called when an object is "selected"
110 *  @param damage damage to be dealt
111 *  @param killer the entity
112 */
113void AimingSystem::hit(float damage, WorldEntity* killer)
114{
115  if( this->owner != killer)
116  {
117    //PRINTF(0)("real hit: %s\n", killer->getClassName());
118    this->selectionList.push_back(killer);
119  }
120}
121
122
123
124/**
125 * ticks the AimingSystem
126 * @param dt the time to ticks
127 */
128void AimingSystem::tick(float dt)
129{
130
131
132}
133
134
135/**
136 * draws the crosshair
137 */
138void AimingSystem::draw() const
139{
140  WorldEntity::draw();
141
142//   glMatrixMode(GL_MODELVIEW);
143//   glPushMatrix();
144//
145//   /* translate */
146//   glTranslatef (this->getAbsCoor ().x,
147//                 this->getAbsCoor ().y,
148//                 this->getAbsCoor ().z);
149//   Vector tmpRot = this->getAbsDir().getSpacialAxis();
150//   glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
151//
152//   this->obbTree->drawBV(0, 1);
153//
154//   glPopMatrix();
155
156}
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