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source: orxonox.OLD/trunk/src/world_entities/weapons/crosshair.cc @ 5235

Last change on this file since 5235 was 5219, checked in by bensch, 20 years ago

orxonox/trunk: warlord-fix

File size: 5.0 KB
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[4744]1/*
[1853]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.
[1855]10
11   ### File Specific:
[4779]12   main-programmer: Benjamin Grauer
[1855]13   co-programmer: ...
[1853]14*/
15
[3955]16//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
[1853]17
[4779]18#include "crosshair.h"
[4780]19#include "event_handler.h"
[4781]20
[4832]21#include "load_param.h"
[4781]22#include "graphics_engine.h"
23#include "glincl.h"
24#include "state.h"
[4832]25#include "material.h"
[4781]26
[4826]27#include <iostream>
28
[1856]29using namespace std;
[1853]30
[1856]31
[3245]32/**
[4832]33 * standart constructor
34 */
35Crosshair::Crosshair (const TiXmlElement* root)
36{
37  this->init();
38
39  if (root)
40    this->loadParams(root);
41  else
42    this->setTexture("maps/aim.png");
43}
44
45/**
46 * destroys a Crosshair
[3245]47*/
[4832]48Crosshair::~Crosshair ()
[3365]49{
[4832]50  if (this->material)
51  delete this->material;
52
53  // delete what has to be deleted here
54
55  GraphicsEngine::showMouse(true);
56  GraphicsEngine::stealWMEvents(false);
57}
58
59/**
60 * initializes the Crosshair
61 */
62void Crosshair::init()
63{
[4779]64  this->setClassID(CL_CROSSHAIR, "Crosshair");
65  this->setName("Crosshair");
[4320]66
[4862]67  this->setLayer(E2D_TOP);
[4830]68  this->rotation = 0;
[4834]69  this->setRotationSpeed(5);
[4832]70  this->setSize(GraphicsEngine::getInstance()->getResolutionX()/10.0);
[4830]71
[5219]72  this->position2D[0] = 0;
73  this->position2D[1] = 0;
74
[4832]75  this->material = new Material;
[4830]76
[4780]77  EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION);
78
[4831]79  // center the mouse on the screen, and also hide the cursors
80  SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
81  GraphicsEngine::showMouse(false);
82  GraphicsEngine::stealWMEvents(true);
[3365]83}
[1853]84
85
[4832]86void Crosshair::loadParams(const TiXmlElement* root)
[3543]87{
[4832]88  static_cast<PNode*>(this)->loadParams(root);
89  static_cast<EventListener*>(this)->loadParams(root);
[4830]90
[4832]91  LoadParam<Crosshair>(root, "texture", this, &Crosshair::setTexture)
92      .describe("the texture-file to load onto the Crosshair");
[4831]93
[4832]94  LoadParam<Crosshair>(root, "size", this, &Crosshair::setSize)
95      .describe("the size of the Crosshair in Pixels");
96
97  LoadParam<Crosshair>(root, "rotation-speed", this, &Crosshair::setRotationSpeed)
98      .describe("the Speed with which the Crosshair should rotate");
[3543]99}
[4779]100
[4832]101
102/**
103 * sets the size of the Crosshair.
104 * @param size the size in pixels
105 */
106void Crosshair::setSize(float size)
107{
108  this->size = size*.5;
109};
110
111/**
112 * sets the material to load
113 * @param textureFile The texture-file to load onto the crosshair
114 */
115void Crosshair::setTexture(const char* textureFile)
116{
117  this->material->setDiffuseMap(textureFile);
118}
119
120/**
121 * processes the input
122 * @param event the Event coming as input
123 */
[4779]124void Crosshair::process(const Event &event)
125{
[4781]126  if  (event.type == EV_MOUSE_MOTION)
127  {
128    this->position2D[0] = event.x;
129    this->position2D[1] = event.y;
130  }
[4779]131
[4823]132  /*
133  GLdouble z;
134  GLdouble objX, objY, objZ;
135  glReadPixels (event.x, event.y, 1, 1, GL_DEPTH_COMPONENT, GL_DOUBLE, &z);
136
137
138  if (gluUnProject(event.x,
139      event.y,
140      10,
141      GraphicsEngine::modMat,
142      GraphicsEngine::projMat,
143      GraphicsEngine::viewPort,
144      &objX,
145      &objY,
146      &objZ ))
147    PRINT(0)("screen %d %d -> obj(%f/%f/%f)\n", event.x, event.y, objX, objY, objZ);
148  else
149    PRINT(0)("shit\n");
150*/
[4779]151}
[4781]152
[4832]153/**
154 * ticks the Crosshair
155 * @param dt the time to ticks
156 */
157void Crosshair::tick(float dt)
158{
[4834]159  // let the crosshair rotate
[4832]160  this->rotation += dt * rotationSpeed;
[4781]161
[4832]162
[5219]163  float z = 0.0f;
[4834]164  glReadPixels ((int)position2D[0], GraphicsEngine::getInstance()->getResolutionY()-(int)position2D[1]-1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
165  //cout << z << endl;
[4832]166
[5212]167  GLdouble objX=.0, objY=.0, objZ=.0;
[4826]168  gluUnProject(position2D[0],
169               GraphicsEngine::getInstance()->getResolutionY()-position2D[1]-1,
[4955]170               .99,  // z
[4826]171               GraphicsEngine::modMat,
172               GraphicsEngine::projMat,
173               GraphicsEngine::viewPort,
174               &objX,
175               &objY,
176               &objZ );
177
[4830]178  this->setAbsCoor(objX, objY, objZ);
179
[4865]180  //this->positioning();
[4834]181}
182
183/**
184 * draws the crosshair
185 */
[4849]186void Crosshair::draw() const
[4834]187{
[4830]188//   glBegin(GL_TRIANGLES);
189//   glColor3f(1,0,0);
190//   glVertex3f(objX, objY, objZ);
191//   glVertex3f(objX, objY+1, objZ);
192//   glVertex3f(objX, objY, objZ+1);
193//   glEnd();
[4955]194  glPushMatrix();
[5216]195  GLdouble pos[3] = { 0.0, 0.0, 0.0};
[4830]196  gluProject(this->getAbsCoor().x,
197             this->getAbsCoor().y,
198             this->getAbsCoor().z,
199             GraphicsEngine::modMat,
200             GraphicsEngine::projMat,
201             GraphicsEngine::viewPort,
202             pos, pos+1, pos+2 );
203
204
205  glTranslatef(position2D[0], position2D[1], 0);
206  glRotatef(this->rotation, 0,0,1);
[4832]207  this->material->select();
208  glBegin(GL_TRIANGLE_STRIP);
209  glTexCoord2f(0, 0);
210  glVertex2f(-size, -size);
211  glTexCoord2f(1, 0);
212  glVertex2f(size, -size);
213  glTexCoord2f(0, 1);
214  glVertex2f(-size, size);
215  glTexCoord2f(1, 1);
216  glVertex2f(size, size);
217  glEnd();
[4955]218  glPopMatrix();
[4830]219
[4781]220}
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