| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Benjamin Grauer |
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| 13 | co-programmer: ... |
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| 14 | */ |
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| 15 | |
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| 16 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ |
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| 17 | |
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| 18 | #include "crosshair.h" |
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| 19 | #include "event_handler.h" |
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| 20 | |
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| 21 | #include "graphics_engine.h" |
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| 22 | #include "glincl.h" |
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| 23 | #include "p_node.h" |
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| 24 | #include "state.h" |
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| 25 | |
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| 26 | using namespace std; |
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| 27 | |
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| 28 | |
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| 29 | /** |
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| 30 | \brief standard constructor |
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| 31 | */ |
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| 32 | Crosshair::Crosshair () |
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| 33 | { |
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| 34 | this->setClassID(CL_CROSSHAIR, "Crosshair"); |
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| 35 | this->setName("Crosshair"); |
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| 36 | |
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| 37 | EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION); |
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| 38 | |
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| 39 | } |
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| 40 | |
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| 41 | |
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| 42 | /** |
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| 43 | \brief standard deconstructor |
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| 44 | */ |
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| 45 | Crosshair::~Crosshair () |
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| 46 | { |
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| 47 | // delete what has to be deleted here |
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| 48 | EventHandler::getInstance()->unsubscribe(this); |
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| 49 | } |
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| 50 | |
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| 51 | void Crosshair::process(const Event &event) |
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| 52 | { |
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| 53 | if (event.type == EV_MOUSE_MOTION) |
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| 54 | { |
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| 55 | this->position2D[0] = event.x; |
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| 56 | this->position2D[1] = event.y; |
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| 57 | } |
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| 58 | |
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| 59 | /* |
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| 60 | GLdouble z; |
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| 61 | GLdouble objX, objY, objZ; |
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| 62 | glReadPixels (event.x, event.y, 1, 1, GL_DEPTH_COMPONENT, GL_DOUBLE, &z); |
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| 63 | |
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| 64 | |
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| 65 | if (gluUnProject(event.x, |
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| 66 | event.y, |
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| 67 | 10, |
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| 68 | GraphicsEngine::modMat, |
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| 69 | GraphicsEngine::projMat, |
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| 70 | GraphicsEngine::viewPort, |
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| 71 | &objX, |
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| 72 | &objY, |
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| 73 | &objZ )) |
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| 74 | PRINT(0)("screen %d %d -> obj(%f/%f/%f)\n", event.x, event.y, objX, objY, objZ); |
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| 75 | else |
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| 76 | PRINT(0)("shit\n"); |
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| 77 | */ |
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| 78 | } |
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| 79 | |
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| 80 | |
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| 81 | void Crosshair::draw() const |
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| 82 | { |
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| 83 | /* |
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| 84 | const PNode* camera = State::getInstance()->getCamera(); //!< \todo MUST be different |
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| 85 | Vector cameraPos = camera->getAbsCoor(); |
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| 86 | Vector cameraTargetPos = State::getInstance()->getCameraTarget()->getAbsCoor(); |
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| 87 | Vector view = cameraTargetPos - cameraPos; |
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| 88 | Vector up = Vector(0, 1, 0); |
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| 89 | up = camera->getAbsDir().apply(up); |
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| 90 | Vector h = up.cross(view); |
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| 91 | Vector v = h.cross(view); |
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| 92 | h.normalize(); |
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| 93 | v.normalize(); |
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| 94 | |
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| 95 | float px = (position2D[0]-GraphicsEngine::getInstance()->getResolutionX()/2)*.05; |
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| 96 | float py = -(position2D[1]-GraphicsEngine::getInstance()->getResolutionY()/2)*.05; |
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| 97 | |
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| 98 | glBegin(GL_TRIANGLES); |
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| 99 | glVertex3f(cameraTargetPos.x - h.x*px - v.x*py, |
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| 100 | cameraTargetPos.y - h.y*px - v.y*py, |
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| 101 | cameraTargetPos.z - h.z*px - v.z*py); |
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| 102 | |
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| 103 | glVertex3f(cameraTargetPos.x - h.x*(px+1) - v.x*py, |
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| 104 | cameraTargetPos.y - h.y*(px+1) - v.y*py, |
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| 105 | cameraTargetPos.z - h.z*(px+1) - v.z*py); |
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| 106 | |
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| 107 | glVertex3f(cameraTargetPos.x - h.x*px - v.x*(py+1), |
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| 108 | cameraTargetPos.y - h.y*px - v.y*(py+1), |
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| 109 | cameraTargetPos.z - h.z*px - v.z*(py+1)); |
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| 110 | |
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| 111 | glEnd(); |
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| 112 | |
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| 113 | */ |
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| 114 | |
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| 115 | GraphicsEngine::storeMatrices(); |
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| 116 | |
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| 117 | GLfloat z; |
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| 118 | glReadPixels ((int)position2D[0], GraphicsEngine::getInstance()->getResolutionY()-(int)position2D[1], 1, 1, GL_DEPTH_COMPONENT, GL_DOUBLE, &z); |
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| 119 | |
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| 120 | printf("%p:: %d %d %f\n",this, (int)position2D[0], (int)position2D[1], z); |
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| 121 | |
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| 122 | GLdouble objX, objY, objZ; |
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| 123 | if (gluUnProject(position2D[0], |
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| 124 | GraphicsEngine::getInstance()->getResolutionY()-position2D[1], |
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| 125 | z, |
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| 126 | GraphicsEngine::modMat, |
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| 127 | GraphicsEngine::projMat, |
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| 128 | GraphicsEngine::viewPort, |
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| 129 | &objX, |
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| 130 | &objY, |
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| 131 | &objZ )); |
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| 132 | /* |
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| 133 | glBegin(GL_TRIANGLES); |
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| 134 | glColor3f(1,0,0); |
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| 135 | glVertex3f(objX, objY, objZ); |
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| 136 | glVertex3f(objX, objY+1, objZ); |
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| 137 | glVertex3f(objX, objY, objZ+1); |
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| 138 | glEnd(); |
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| 139 | */ |
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| 140 | } |
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