#include "Game_local.h" #include "Player.h" #include "PlayerCursor.h" #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); 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 ); }