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source: orxonox.OLD/branches/playability/src/world_entities/test_entity2.cc @ 9976

Last change on this file since 9976 was 9976, checked in by nicolasc, 18 years ago

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[9969]1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific
14   main-programmer:
15   co-programmer:
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19
20#include "executor/executor.h"
21#include "util/loading/factory.h"
22#include "util/loading/load_param.h"
23
24
25#include "test_entity2.h"
26#include "debug.h"
27
28#include "state.h"
29#include "player.h"
30#include "playable.h"
[9974]31#include "material.h"
[9969]32
33
34#include "state.h"
35
36
37
38#include "class_id_DEPRECATED.h"
39ObjectListDefinition(TestEntity2);
40CREATE_FACTORY(TestEntity2);
41
42
43
44/**
45 *
46 */
47TestEntity2::TestEntity2()
48{
49  this->init();
50}
51
52
53/**
54 *
55 */
56TestEntity2::TestEntity2(const TiXmlElement* root)
57{
58  this->init();
59
60  if( root != NULL)
61    this->loadParams(root);
62}
63
64
65/**
66 *
67 */
68TestEntity2::~TestEntity2 ()
69{}
70
71
72/**
73 *
74 */
75void TestEntity2::init()
76{
77  this->registerObject(this, TestEntity2::_objectList);
78  this->toList(OM_GROUP_00);
[9974]79
80  this->material = new Material();
81  this->material->setIllum(3);
82  this->material->setDiffuse(0.0,0.0,0.0);
83  this->material->setSpecular(0.0,0.0,0.0);
84  this->material->setAmbient(1.0, 0.0, 1.0);
85
86//   this->material->setDiffuseMap("maps/");
[9969]87}
88
89
90/**
91 * loads the Settings of a MD2Creature from an XML-element.
92 * @param root the XML-element to load the MD2Creature's properties from
93 */
94void TestEntity2::loadParams(const TiXmlElement* root)
95{
96  WorldEntity::loadParams(root);
97}
98
99void TestEntity2::draw() const
100{
101
102
[9974]103    glPushMatrix();
[9969]104    glMatrixMode(GL_MODELVIEW);
105
[9974]106
[9969]107    /* translate */
108    glTranslatef (this->getAbsCoor ().x,
109                  this->getAbsCoor ().y,
110                  this->getAbsCoor ().z);
111    Vector tmpRot = this->getAbsDir().getSpacialAxis();
112    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
113
114//PRINTF(0)("axis: %f\n", axis);
115
[9976]116<<<<<<< .mine
117  glColor3f(1.0, 0.0, 0.0);
118=======
[9974]119    this->material->select();
[9976]120>>>>>>> .r9974
[9969]121
[9974]122  glColor3f(0.0, 1.0, 0.0);
123
[9969]124  glBegin(GL_QUADS);
[9976]125<<<<<<< .mine
126    glVertex3f( 0.0f, 10.0f, 0.0f);
127    //glNormal3f(0.0, 1.0, 0.0);
128=======
[9969]129    glVertex3f( 0.0f, -10.0f, 0.0f);
[9974]130    glNormal3f(1.0, 0.0, 0.0);
[9976]131>>>>>>> .r9974
[9969]132//     glTexCoord2f(1.0f, 1.0f);
[9976]133<<<<<<< .mine
134    glVertex3f( 0.0f,  10.0f , 10.0f);
135    //glNormal3f(0.0, 1.0, 0.0);
136=======
[9969]137    glVertex3f( 0.0f,  -10.0f , 20.0f);
[9974]138    glNormal3f(1.0, 0.0, 0.0);
[9976]139>>>>>>> .r9974
[9969]140
141//     glTexCoord2f(0.0f, 1.0f);
[9976]142<<<<<<< .mine
143    glVertex3f( 0.0f,  0.0f , 10.0f );
144    //glNormal3f(0.0, 1.0, 0.0);
145=======
[9974]146    glVertex3f( 0.0,  10.0f , 20.0f );
147    glNormal3f(1.0, 0.0, 0.0);
[9976]148>>>>>>> .r9974
[9969]149
150//     glTexCoord2f(0.0f, 0.0f);
[9976]151<<<<<<< .mine
152    glVertex3f( 0.0f, 0.0f, 0.0f );
153    //glNormal3f(1.0, 0.0, 0.0);
154=======
[9974]155    glVertex3f( 0.0, 10.0f, 0.0f );
156    glNormal3f(1.0, 0.0, 0.0);
[9976]157>>>>>>> .r9974
[9969]158
159//     glTexCoord2f(1.0f, 0.0f);
[9976]160<<<<<<< .mine
161=======
[9974]162
[9976]163>>>>>>> .r9974
[9969]164  glEnd();
165
166  glPopMatrix();
[9974]167//    glPopAttrib();
[9969]168}
169
170/**
171 *
172 */
173void TestEntity2::tick (float time)
174{
175  Player* p = State::getPlayer();
176  Playable* pl = p->getPlayable();
177
178  this->setParent(pl);
179}
180
181
182
183
184
185
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