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source: orxonox.OLD/branches/network/src/world_entities/weapons/aim.cc @ 6693

Last change on this file since 6693 was 6693, checked in by patrick, 18 years ago

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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 "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 = 0;
76  this->angle = 0;
77  this->anim = new tAnimation<Aim>(this, &Aim::setSize);
78  this->anim->setInfinity(ANIM_INF_CONSTANT);
79  this->anim->addKeyFrame(500, .3, ANIM_LINEAR);
80  this->anim->addKeyFrame(100, .2, ANIM_LINEAR);
81  this->anim->addKeyFrame(50, .01, ANIM_LINEAR);
82
83/*  this->text = new Text();
84  this->text->setLayer(this->getLayer());
85  this->text->setParent2D(this);
86  this->text->setRelCoor2D(10, -50);
87  this->text->setParentMode2D(E2D_PARENT_MOVEMENT);
88  this->text->setText("Testing");*/
89}
90
91void Aim::loadParams(const TiXmlElement* root)
92{
93  PNode::loadParams(root);
94
95  LoadParam(root, "texture", this, Aim, setTexture)
96      .describe("the texture-file to load onto the Aim");
97
98  LoadParam(root, "size", this, Aim, setSize)
99      .describe("the size of the Aim in Pixels");
100
101  LoadParam(root, "rotation-speed", this, Aim, setRotationSpeed)
102      .describe("the Speed with which the Aim should rotate");
103}
104
105void Aim::searchTarget()
106{
107  std::list<WorldEntity*>::iterator entity;
108  Vector diffVec(0.0, 0.0, 0.0);
109  diffVec = ( this->getAbsCoor() - this->source->getAbsCoor() );
110
111//only look for target if the aim hasn`t locked a target yet or if the actual target is out of range
112  if( this == PNode::getNullParent() || diffVec.len() > range  || ( acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) ) > angle))
113  for (entity = State::getObjectManager()->getObjectList(OM_GROUP_00).begin();
114       entity != State::getObjectManager()->getObjectList(OM_GROUP_00).end();
115       entity ++)
116  {
117    diffVec = ( (*entity)->getAbsCoor() - this->source->getAbsCoor() );
118
119    if ( diffVec.len() < range  &&  acos( (this->source->getAbsDirX()).dot(diffVec)/(diffVec.len() * (this->source->getAbsDirX()).len() ) ) < angle)
120    {
121      if (this->getParent() != (*entity))
122      {
123        this->anim->replay();
124        this->setParentSoft(*entity, 5);
125        return;
126      }
127    }
128  }
129//if no target found:
130  this->setParent(PNode::getNullParent());
131}
132
133
134/**
135 * @brief sets the size of the Aim.
136 * @param size the size in pixels
137 */
138void Aim::setSize(float size)
139{
140  this->setSize2D(size/2, size/2);
141}
142
143/**
144 * sets the material to load
145 * @param textureFile The texture-file to load onto the crosshair
146 */
147void Aim::setTexture(const char* textureFile)
148{
149  this->material->setDiffuseMap(textureFile);
150}
151
152/**
153 * ticks the Aim
154 * @param dt the time to ticks
155 */
156void Aim::tick(float dt)
157{
158  // let the crosshair rotate
159  this->shiftDir2D(dt * rotationSpeed);
160
161//   char outputText[100];
162//   sprintf(outputText, "%s - distance: %f\n", this->getParent()->getName(), (this->source->getAbsCoor() - this->getAbsCoor()).len());
163//   this->text->setText(outputText);
164
165
166//  if (this->source->getAbsCoor().x > this->getAbsCoor().x )
167     this->searchTarget();
168//   float z = 0.0f;
169//   glReadPixels ((int)this->getAbsCoor2D().x,
170//                  GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1,
171//                  1,
172//                  1,
173//                  GL_DEPTH_COMPONENT,
174//                  GL_FLOAT,
175//                  &z);
176//
177//
178//   GLdouble objX=.0, objY=.0, objZ=.0;
179//   gluUnProject(this->getAbsCoor2D().x,
180//                GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1,
181//                .99,  // z
182//                GraphicsEngine::modMat,
183//                GraphicsEngine::projMat,
184//                GraphicsEngine::viewPort,
185//                &objX,
186//                &objY,
187//                &objZ );
188//
189//   this->setAbsCoor(objX, objY, objZ);
190}
191
192/**
193 * draws the crosshair
194 */
195void Aim::draw() const
196{
197
198  glPushMatrix();
199  glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
200
201  glRotatef(this->getAbsDir2D(), 0,0,1);
202  this->material->select();
203  glBegin(GL_TRIANGLE_STRIP);
204  glTexCoord2f(0, 0);
205  glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
206  glTexCoord2f(1, 0);
207  glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
208  glTexCoord2f(0, 1);
209  glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
210  glTexCoord2f(1, 1);
211  glVertex2f(this->getSizeX2D(), this->getSizeY2D());
212  glEnd();
213  glPopMatrix();
214
215}
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