Show GLWTankModel.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <GLW/GLWTankModel.h>
#include <client/ScorchedClient.h>
#include <graph/MainCamera.h>
#include <client/ClientState.h>
#include <tankgraph/TargetRendererImplTank.h>
#include <tank/TankContainer.h>
#include <tank/TankPosition.h>
#include <common/Vector4.h>
#include <landscape/Landscape.h>
#include <landscape/Sky.h>
#include <GLW/GLWTranslate.h>
REGISTER_CLASS_SOURCE(GLWTankModel);
GLWTankModel::GLWTankModel(float x, float y, float w, float h) :
GLWidget(x, y, w, h),
totalTime_(0.0f)
{
}
GLWTankModel::~GLWTankModel()
{
}
void GLWTankModel::draw()
{
Tank *current =
ScorchedClient::instance()->getTankContainer().getCurrentTank();
if (!current) return;
TargetRendererImplTank *renderer = (TargetRendererImplTank *)
current->getRenderer();
if (!renderer) return;
Vector4 sunPosition(-100.0f, 100.0f, 400.0f, 1.0f);
Vector4 sunDiffuse(0.9f, 0.9f, 0.9f, 1.0f);
Vector4 sunAmbient(0.4f, 0.4f, 0.4f, 1.0f);
glLightfv(GL_LIGHT1, GL_AMBIENT, sunAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, sunDiffuse);
// Add the tooltip for the model name+attributes
GLWToolTip::instance()->addToolTip(&renderer->getTips()->tankTip,
GLWTranslate::getPosX() + x_ + 20.0f,
GLWTranslate::getPosY() + y_ + 20.0f, 80.0f, 80.0f);
// Find the angles to rotate so the tank is at the
// same angle as the "real" tank on the landscape
Vector &lookFrom = MainCamera::instance()->getCamera().getCurrentPos();
Vector &lookAt = MainCamera::instance()->getCamera().getLookAt();
Vector dir = (lookAt - lookFrom).Normalize();
float angXY = atan2f(dir[0], dir[1]) / 3.14f * 180.0f;
float angYZ = acosf(dir[2]) / 3.14f * 180.0f + 180.0f;
if (angYZ < 280.0f) angYZ = 280.0f;
// Draw the tank
glPushMatrix();
// Set the tank angle
glTranslatef(x_ + w_ / 2.0f, y_ + w_ / 2.0f, 0.0f);
glLightfv(GL_LIGHT1, GL_POSITION, sunPosition);
glRotatef(angYZ, 1.0f, 0.0f, 0.0f);
glRotatef(angXY, 0.0f, 0.0f, 1.0f);
// Draw the tank model
glScalef(w_ / 4.0f, w_ / 4.0f, w_ / 4.0f);
GLState tankState(GLState::TEXTURE_OFF | GLState::DEPTH_ON); // For no tank skins
Vector position;
TankMesh *mesh = renderer->getMesh();
if (mesh)
{
Vector4 rotation(1.0f, 0.0f, 0.0f, 0.0f);
mesh->draw(
totalTime_ * 20.0f,
false, rotation, position, 0.0f,
current->getPosition().getRotationGunXY(),
current->getPosition().getRotationGunYZ(),
true);
}
glPopMatrix();
Landscape::instance()->getSky().getSun().setLightPosition(); // Reset light
}
void GLWTankModel::mouseDown(int button, float x, float y, bool &skipRest)
{
if (inBox(x, y, x_, y_, w_, h_))
{
skipRest = true;
MainCamera::instance()->getTarget().setCameraType(TargetCamera::CamBehind);
}
}
void GLWTankModel::simulate(float frameTime)
{
totalTime_ += frameTime;
}
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