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source: orxonox.OLD/trunk/src/world_entities/weapons/crosshair.cc @ 5362

Last change on this file since 5362 was 5357, checked in by bensch, 19 years ago

orxonox/trunk: some minor cleanup, of the mess i made with AutoMake-sh

File size: 4.9 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 "crosshair.h"
19#include "event_handler.h"
20
21#include "load_param.h"
22#include "graphics_engine.h"
23#include "glincl.h"
24#include "state.h"
25#include "material.h"
26
27using namespace std;
28
29
30/**
31 * standart constructor
32 */
33Crosshair::Crosshair (const TiXmlElement* root)
34{
35  this->init();
36
37  if (root)
38    this->loadParams(root);
39  else
40    this->setTexture("maps/aim.png");
41}
42
43/**
44 * destroys a Crosshair
45*/
46Crosshair::~Crosshair ()
47{
48  if (this->material)
49  delete this->material;
50
51  // delete what has to be deleted here
52
53  GraphicsEngine::showMouse(true);
54  GraphicsEngine::stealWMEvents(false);
55}
56
57/**
58 * initializes the Crosshair
59 */
60void Crosshair::init()
61{
62  this->setClassID(CL_CROSSHAIR, "Crosshair");
63  this->setName("Crosshair");
64
65  this->setLayer(E2D_TOP);
66  this->rotation = 0;
67  this->setRotationSpeed(5);
68  this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0);
69
70  this->position2D[0] = 0;
71  this->position2D[1] = 0;
72
73  this->material = new Material;
74
75  EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION);
76
77  // center the mouse on the screen, and also hide the cursors
78  SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
79  GraphicsEngine::showMouse(false);
80  GraphicsEngine::stealWMEvents(true);
81}
82
83
84void Crosshair::loadParams(const TiXmlElement* root)
85{
86  static_cast<PNode*>(this)->loadParams(root);
87  static_cast<EventListener*>(this)->loadParams(root);
88
89  LoadParam<Crosshair>(root, "texture", this, &Crosshair::setTexture)
90      .describe("the texture-file to load onto the Crosshair");
91
92  LoadParam<Crosshair>(root, "size", this, &Crosshair::setSize)
93      .describe("the size of the Crosshair in Pixels");
94
95  LoadParam<Crosshair>(root, "rotation-speed", this, &Crosshair::setRotationSpeed)
96      .describe("the Speed with which the Crosshair should rotate");
97}
98
99
100/**
101 * sets the size of the Crosshair.
102 * @param size the size in pixels
103 */
104void Crosshair::setSize(float size)
105{
106  this->size = size*.5;
107};
108
109/**
110 * sets the material to load
111 * @param textureFile The texture-file to load onto the crosshair
112 */
113void Crosshair::setTexture(const char* textureFile)
114{
115  this->material->setDiffuseMap(textureFile);
116}
117
118/**
119 * processes the input
120 * @param event the Event coming as input
121 */
122void Crosshair::process(const Event &event)
123{
124  if  (event.type == EV_MOUSE_MOTION)
125  {
126    this->position2D[0] = event.x;
127    this->position2D[1] = event.y;
128  }
129
130  /*
131  GLdouble z;
132  GLdouble objX, objY, objZ;
133  glReadPixels (event.x, event.y, 1, 1, GL_DEPTH_COMPONENT, GL_DOUBLE, &z);
134
135
136  if (gluUnProject(event.x,
137      event.y,
138      10,
139      GraphicsEngine::modMat,
140      GraphicsEngine::projMat,
141      GraphicsEngine::viewPort,
142      &objX,
143      &objY,
144      &objZ ))
145    PRINT(0)("screen %d %d -> obj(%f/%f/%f)\n", event.x, event.y, objX, objY, objZ);
146  else
147    PRINT(0)("shit\n");
148*/
149}
150
151/**
152 * ticks the Crosshair
153 * @param dt the time to ticks
154 */
155void Crosshair::tick(float dt)
156{
157  // let the crosshair rotate
158  this->rotation += dt * rotationSpeed;
159
160
161  float z = 0.0f;
162  glReadPixels ((int)position2D[0], GraphicsEngine::getInstance()->getResolutionY()-(int)position2D[1]-1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
163  //cout << z << endl;
164
165  GLdouble objX=.0, objY=.0, objZ=.0;
166  gluUnProject(position2D[0],
167               GraphicsEngine::getInstance()->getResolutionY()-position2D[1]-1,
168               .99,  // z
169               GraphicsEngine::modMat,
170               GraphicsEngine::projMat,
171               GraphicsEngine::viewPort,
172               &objX,
173               &objY,
174               &objZ );
175
176  this->setAbsCoor(objX, objY, objZ);
177
178  //this->positioning();
179}
180
181/**
182 * draws the crosshair
183 */
184void Crosshair::draw() const
185{
186//   glBegin(GL_TRIANGLES);
187//   glColor3f(1,0,0);
188//   glVertex3f(objX, objY, objZ);
189//   glVertex3f(objX, objY+1, objZ);
190//   glVertex3f(objX, objY, objZ+1);
191//   glEnd();
192  glPushMatrix();
193  GLdouble pos[3] = { 0.0, 0.0, 0.0};
194  gluProject(this->getAbsCoor().x,
195             this->getAbsCoor().y,
196             this->getAbsCoor().z,
197             GraphicsEngine::modMat,
198             GraphicsEngine::projMat,
199             GraphicsEngine::viewPort,
200             pos, pos+1, pos+2 );
201
202
203  glTranslatef(position2D[0], position2D[1], 0);
204  glRotatef(this->rotation, 0,0,1);
205  this->material->select();
206  glBegin(GL_TRIANGLE_STRIP);
207  glTexCoord2f(0, 0);
208  glVertex2f(-size, -size);
209  glTexCoord2f(1, 0);
210  glVertex2f(size, -size);
211  glTexCoord2f(0, 1);
212  glVertex2f(-size, size);
213  glTexCoord2f(1, 1);
214  glVertex2f(size, size);
215  glEnd();
216  glPopMatrix();
217
218}
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