dhewm3-sdk/game/PlayerCursor.cpp

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#include "Game_local.h"
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#include "Player.h"
#include "PlayerCursor.h"
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#include "renderer/ModelManager.h"
/*
===============
idPlayerCursor::idPlayerCursor
===============
*/
idPlayerCursor::idPlayerCursor() {
cursorHandle = -1;
created = false;
}
/*
===============
idPlayerCursor::~idPlayerCursor
===============
*/
idPlayerCursor::~idPlayerCursor() {
FreeCursor();
}
/*
===============
idPlayerCursor::FreeCursor
===============
Post: tells the game render world to free the cross hair entity, sets the cursor
handle to -1 and sets created to false
*/
void idPlayerCursor::FreeCursor( void ) {
if ( cursorHandle != - 1 ) {
gameRenderWorld->FreeEntityDef( cursorHandle );
cursorHandle = -1;
created = false;
}
}
/*
===============
idPlayerCursor::Draw
===============
*/
void idPlayerCursor::Draw( const idVec3 &origin, const idMat3 &axis,const char *material) {
idPlayer *localPlayer = gameLocal.GetLocalPlayer();
trace_t tr;
float distance = 60;
float length;
float zoomMult; //ivan
//detemine the point at which the weapon is aiming
idAngles angle = axis.ToAngles();
idVec3 endPos = (origin + (angle.ToForward() * 120000.0f));
gameLocal.clip.TracePoint(tr,origin,endPos,MASK_SHOT_RENDERMODEL,localPlayer);
endPos = tr.endpos;
//find the distance from the camera to the point at which the weapon is aiming
idMat3 cameraAxis = localPlayer->GetRenderView()->viewaxis;
idVec3 cameraOrigin = localPlayer->GetRenderView()->vieworg;
idVec3 vectorLength = endPos - cameraOrigin;
length = vectorLength.Length();
zoomMult = 90.0f/localPlayer->CalcFov( true ); //ivan
//gameLocal.Printf( "zoom: %f\n",zoomMult ); //ivan
length = zoomMult*distance/length; //ivan - zoomMult forces constant cursor size
//linearly interpolate 5 feet between the camera position and the point at which the weapon is aiming
endPos.Lerp(cameraOrigin,endPos,length);
/*
//ivan start
idVec3 localDir;
idVec3 dir;
dir = endPos - cameraOrigin; //vettore da camera a dest
dir.NormalizeFast();
cameraAxis.ProjectVector( dir, localDir ); //proietto su piano telecamera
idAngles destLookAng;
destLookAng = (endPos - cameraOrigin).ToAngles().Normalize180();
idAngles cameraLookAng;
cameraLookAng = cameraAxis.ToAngles().Normalize180();
//fix
if( destLookAng[0] < -70 ){ //if it goes beyond this value all is wrong! Don't know why.
destLookAng[1] = 90;
cameraLookAng[1] = 89;
}
idAngles deltaLookAng;
deltaLookAng = (destLookAng - cameraLookAng).Normalize180();
gameLocal.Printf("destLookAng: %s\n", destLookAng.ToString() );
gameLocal.Printf("cameraLookAng: %s\n", cameraLookAng.ToString() );
gameLocal.Printf("delta: %s\n", deltaLookAng.ToString() );
//x: lungo su/gi<67> retta. 0 = centro, pos = mirino sotto, neg = mirino sopra
//y: pos = quanto sx
//z: 0
int cposx = (int) (320 - 320 * ( deltaLookAng[1] / 90.0f ));
int cposy = (int) (240 + 240 * ( deltaLookAng[0] / 45.0f ));
gameLocal.Printf("cposx: %d, cposy: %d\n", cposx, cposy );
localPlayer->cursor->SetStateInt( "cposx", cposx );
localPlayer->cursor->SetStateInt( "cposy", cposy );
localPlayer->cursor->StateChanged( gameLocal.time );
//red: weapon
gameRenderWorld->DebugLine( colorRed, origin, endPos, gameLocal.msec );
//yellow: camera
gameRenderWorld->DebugLine( colorYellow, origin , cameraOrigin + cameraAxis[ 0 ] * 64.0f, gameLocal.msec );
//ivan end
*/
if ( !CreateCursor(localPlayer, endPos, cameraAxis,material )) {
UpdateCursor(localPlayer, endPos, cameraAxis);
}
}
/*
===============
idPlayerCursor::CreateCursor
===============
*/
bool idPlayerCursor::CreateCursor( idPlayer *player, const idVec3 &origin, const idMat3 &axis, const char *material ) {
const char *mtr = material;
int out = cursorHandle;
if ( out >= 0 ) {
return false;
}
FreeCursor();
memset( &renderEnt, 0, sizeof( renderEnt ) );
renderEnt.origin = origin;
renderEnt.axis = axis;
renderEnt.shaderParms[ SHADERPARM_RED ] = 1.0f;
renderEnt.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
renderEnt.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
renderEnt.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
renderEnt.shaderParms[ SHADERPARM_SPRITE_WIDTH ] = 7.0f;
renderEnt.shaderParms[ SHADERPARM_SPRITE_HEIGHT ] = 7.0f;
renderEnt.hModel = renderModelManager->FindModel( "_sprite" );
renderEnt.callback = NULL;
renderEnt.numJoints = 0;
renderEnt.joints = NULL;
renderEnt.customSkin = 0;
renderEnt.noShadow = true;
renderEnt.noSelfShadow = true;
renderEnt.customShader = declManager->FindMaterial( mtr );
renderEnt.referenceShader = 0;
renderEnt.bounds = renderEnt.hModel->Bounds( &renderEnt );
cursorHandle = gameRenderWorld->AddEntityDef( &renderEnt );
//AddRenderGui( temp, &renderEnt->gui[ 0 ], args ); //ivan
//renderEnt.gui[ 0 ] = uiManager->FindGui( "guis/cursor.gui", false, false ); //ivan test
//if(renderEnt.gui[ 0 ] == NULL) gameLocal.Printf( "renderEnt.gui[ 0 ] == NULL\n"); //ivan test
return false;
}
/*
===============
idPlayerCursor::UpdateCursor
===============
*/
void idPlayerCursor::UpdateCursor(idPlayer* player, const idVec3 &origin, const idMat3 &axis) {
assert( cursorHandle >= 0 );
renderEnt.origin = origin;
renderEnt.axis = axis;
gameRenderWorld->UpdateEntityDef( cursorHandle, &renderEnt );
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}