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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/crosshair.cc @ 4826

Last change on this file since 4826 was 4826, checked in by bensch, 19 years ago

orxonox/trunk: moved the weaponManager out of Weapon
we have files enough. one more is not too much :)

File size: 3.4 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_
17
18#include "crosshair.h"
19#include "event_handler.h"
20
21#include "graphics_engine.h"
22#include "glincl.h"
23#include "p_node.h"
24#include "state.h"
25
26#include <iostream>
27
28using namespace std;
29
30
31/**
32   \brief standard constructor
33*/
34Crosshair::Crosshair ()
35{
36  this->setClassID(CL_CROSSHAIR, "Crosshair");
37  this->setName("Crosshair");
38
39  EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION);
40
41}
42
43
44/**
45   \brief standard deconstructor
46*/
47Crosshair::~Crosshair ()
48{
49  // delete what has to be deleted here
50  EventHandler::getInstance()->unsubscribe(this);
51}
52
53void Crosshair::process(const Event &event)
54{
55  if  (event.type == EV_MOUSE_MOTION)
56  {
57    this->position2D[0] = event.x;
58    this->position2D[1] = event.y;
59  }
60
61  /*
62  GLdouble z;
63  GLdouble objX, objY, objZ;
64  glReadPixels (event.x, event.y, 1, 1, GL_DEPTH_COMPONENT, GL_DOUBLE, &z);
65
66
67  if (gluUnProject(event.x,
68      event.y,
69      10,
70      GraphicsEngine::modMat,
71      GraphicsEngine::projMat,
72      GraphicsEngine::viewPort,
73      &objX,
74      &objY,
75      &objZ ))
76    PRINT(0)("screen %d %d -> obj(%f/%f/%f)\n", event.x, event.y, objX, objY, objZ);
77  else
78    PRINT(0)("shit\n");
79*/
80}
81
82
83void Crosshair::draw() const
84{
85  /*
86  const PNode* camera = State::getInstance()->getCamera();  //!< \todo MUST be different
87  Vector cameraPos = camera->getAbsCoor();
88  Vector cameraTargetPos = State::getInstance()->getCameraTarget()->getAbsCoor();
89  Vector view = cameraTargetPos - cameraPos;
90  Vector up = Vector(0, 1, 0);
91  up = camera->getAbsDir().apply(up);
92  Vector h = up.cross(view);
93  Vector v = h.cross(view);
94  h.normalize();
95  v.normalize();
96
97  float px = (position2D[0]-GraphicsEngine::getInstance()->getResolutionX()/2)*.05;
98  float py = -(position2D[1]-GraphicsEngine::getInstance()->getResolutionY()/2)*.05;
99
100  glBegin(GL_TRIANGLES);
101  glVertex3f(cameraTargetPos.x - h.x*px - v.x*py,
102  cameraTargetPos.y - h.y*px - v.y*py,
103  cameraTargetPos.z - h.z*px - v.z*py);
104
105  glVertex3f(cameraTargetPos.x - h.x*(px+1) - v.x*py,
106  cameraTargetPos.y - h.y*(px+1) - v.y*py,
107  cameraTargetPos.z - h.z*(px+1) - v.z*py);
108
109  glVertex3f(cameraTargetPos.x - h.x*px - v.x*(py+1),
110  cameraTargetPos.y - h.y*px - v.y*(py+1),
111  cameraTargetPos.z - h.z*px - v.z*(py+1));
112
113  glEnd();
114
115  */
116
117
118  GraphicsEngine::storeMatrices();
119
120  float z;
121  glReadPixels ((int)position2D[0], GraphicsEngine::getInstance()->getResolutionY()-(int)position2D[1]-1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
122
123
124  printf("%f %f %f\n", (int)position2D[0], (int)position2D[1], z);
125
126  //cout << z <<"  "<< scale << "  "  << bias<< endl;
127
128  GLdouble objX, objY, objZ;
129  gluUnProject(position2D[0],
130               GraphicsEngine::getInstance()->getResolutionY()-position2D[1]-1,
131               .5,
132               GraphicsEngine::modMat,
133               GraphicsEngine::projMat,
134               GraphicsEngine::viewPort,
135               &objX,
136               &objY,
137               &objZ );
138
139  glBegin(GL_TRIANGLES);
140  glColor3f(1,0,0);
141  glVertex3f(objX, objY, objZ);
142  glVertex3f(objX, objY+1, objZ);
143  glVertex3f(objX, objY, objZ+1);
144  glEnd();
145}
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