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source: orxonox.OLD/trunk/src/world_entities/weapons/aim.cc @ 5652

Last change on this file since 5652 was 5652, checked in by bensch, 18 years ago

orxonox/trunk: new LoadParam procedure with all NON-cycling load-options, and it works perfectly (on first sight :))

now going to make the same for cycling LoadOptions

File size: 3.3 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 "aim.h"
19
20#include "load_param.h"
21#include "graphics_engine.h"
22#include "glincl.h"
23#include "state.h"
24#include "material.h"
25
26using namespace std;
27
28
29/**
30 * standart constructor
31 */
32Aim::Aim (const TiXmlElement* root)
33{
34  this->init();
35
36  if (root)
37    this->loadParams(root);
38  else
39    this->setTexture("maps/aim.png");
40}
41
42/**
43 * destroys a Aim
44*/
45Aim::~Aim ()
46{
47  if (this->material)
48    delete this->material;
49}
50
51/**
52 * initializes the Aim
53 */
54void Aim::init()
55{
56  this->setClassID(CL_CROSSHAIR, "Aim");
57  this->setName("Aim");
58
59  this->setLayer(E2D_LAYER_TOP);
60  this->setRotationSpeed(5);
61  this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0);
62
63//  this->setBindNode(this);
64  this->material = new Material;
65}
66
67
68void Aim::loadParams(const TiXmlElement* root)
69{
70  static_cast<PNode*>(this)->loadParams(root);
71
72  LoadParamNEW(root, "texture", this, Aim, setTexture)
73      .describe("the texture-file to load onto the Aim");
74
75  LoadParamNEW(root, "size", this, Aim, setSize)
76      .describe("the size of the Aim in Pixels");
77
78  LoadParamNEW(root, "rotation-speed", this, Aim, setRotationSpeed)
79      .describe("the Speed with which the Aim should rotate");
80}
81
82
83/**
84 * sets the size of the Aim.
85 * @param size the size in pixels
86 */
87void Aim::setSize(float size)
88{
89  this->setSize2D(size/2, size/2);
90}
91
92/**
93 * sets the material to load
94 * @param textureFile The texture-file to load onto the crosshair
95 */
96void Aim::setTexture(const char* textureFile)
97{
98  this->material->setDiffuseMap(textureFile);
99}
100
101/**
102 * ticks the Aim
103 * @param dt the time to ticks
104 */
105void Aim::tick(float dt)
106{
107  // let the crosshair rotate
108  this->shiftDir2D(dt * rotationSpeed);
109
110
111  float z = 0.0f;
112  glReadPixels ((int)this->getAbsCoor2D().x,
113                 GraphicsEngine::getInstance()->getResolutionY()-(int)this->getAbsCoor2D().y-1,
114                 1,
115                 1,
116                 GL_DEPTH_COMPONENT,
117                 GL_FLOAT,
118                 &z);
119
120
121  GLdouble objX=.0, objY=.0, objZ=.0;
122  gluUnProject(this->getAbsCoor2D().x,
123               GraphicsEngine::getInstance()->getResolutionY()-this->getAbsCoor2D().y-1,
124               .99,  // z
125               GraphicsEngine::modMat,
126               GraphicsEngine::projMat,
127               GraphicsEngine::viewPort,
128               &objX,
129               &objY,
130               &objZ );
131
132  this->setAbsCoor(objX, objY, objZ);
133}
134
135/**
136 * draws the crosshair
137 */
138void Aim::draw() const
139{
140  glPushMatrix();
141  glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
142
143  glRotatef(this->getAbsDir2D(), 0,0,1);
144  this->material->select();
145  glBegin(GL_TRIANGLE_STRIP);
146  glTexCoord2f(0, 0);
147  glVertex2f(-this->getSizeX2D(), -this->getSizeY2D());
148  glTexCoord2f(1, 0);
149  glVertex2f(this->getSizeX2D(), -this->getSizeY2D());
150  glTexCoord2f(0, 1);
151  glVertex2f(-this->getSizeX2D(), this->getSizeY2D());
152  glTexCoord2f(1, 1);
153  glVertex2f(this->getSizeX2D(), this->getSizeY2D());
154  glEnd();
155  glPopMatrix();
156
157}
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