| 1 |  | 
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| 2 |  | 
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| 3 | /* | 
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| 4 |    orxonox - the future of 3D-vertical-scrollers | 
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| 5 |  | 
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| 6 |    Copyright (C) 2004 orx | 
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| 7 |  | 
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| 8 |    This program is free software; you can redistribute it and/or modify | 
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| 9 |    it under the terms of the GNU General Public License as published by | 
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| 10 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 11 |    any later version. | 
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| 12 |  | 
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| 13 |    ### File Specific: | 
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| 14 |    main-programmer: Patrick Boenzli | 
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| 15 |    co-programmer: | 
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| 16 | */ | 
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY | 
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| 18 |  | 
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| 19 |  | 
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| 20 | #include "npc_test.h" | 
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| 21 | #include "obb_tree.h" | 
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| 22 |  | 
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| 23 | #include "shader.h" | 
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| 24 | #include "state.h" | 
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| 25 | #include "stdlibincl.h" | 
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| 26 | #include "debug.h" | 
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| 27 |  | 
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| 28 |  | 
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| 29 | using namespace std; | 
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| 30 |  | 
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| 31 |  | 
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| 32 | NPC2::NPC2() | 
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| 33 | { | 
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| 34 |   this->setClassID(CL_NPC_TEST2, "NPC2"); | 
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| 35 |  | 
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| 36 |   if ((float)rand()/RAND_MAX > .5f) | 
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| 37 |     this->loadModel("models/ships/bolido.obj", 3); | 
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| 38 |   else | 
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| 39 |     this->loadModel("models/ships/gobblin.obj", 3); | 
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| 40 |  | 
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| 41 |   this->shader = NULL; | 
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| 42 |   if (likely(Shader::checkShaderAbility())) | 
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| 43 |     this->shader = Shader::getShader("shaders/toon.vert", "shaders/toon.frag"); | 
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| 44 |  | 
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| 45 |   this->obj = gluNewQuadric(); | 
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| 46 |  | 
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| 47 |   this->randomRotAxis = VECTOR_RAND(1); | 
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| 48 | } | 
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| 49 |  | 
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| 50 |  | 
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| 51 | NPC2::~NPC2 () | 
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| 52 | { | 
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| 53 |   if (this->shader) | 
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| 54 |     Shader::unload(this->shader); | 
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| 55 |   gluDeleteQuadric(this->obj); | 
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| 56 | } | 
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| 57 |  | 
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| 58 |  | 
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| 59 |  | 
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| 60 | /** | 
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| 61 |  *  the entity is drawn onto the screen with this function | 
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| 62 |  * | 
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| 63 |  * This is a central function of an entity: call it to let the entity painted to the screen. | 
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| 64 |  * Just override this function with whatever you want to be drawn. | 
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| 65 |  */ | 
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| 66 | void NPC2::draw() const | 
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| 67 | { | 
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| 68 | //   glMatrixMode(GL_MODELVIEW); | 
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| 69 | //   glPushMatrix(); | 
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| 70 | //   float matrix[4][4]; | 
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| 71 | // | 
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| 72 | //   /* translate */ | 
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| 73 | //   glTranslatef (this->getAbsCoor ().x, | 
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| 74 | //                 this->getAbsCoor ().y, | 
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| 75 | //                 this->getAbsCoor ().z); | 
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| 76 | //   /* rotate */ | 
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| 77 | //   this->getAbsDir ().matrix (matrix); | 
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| 78 | //   glMultMatrixf((float*)matrix); | 
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| 79 | // | 
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| 80 | //   if (this->shader != NULL && this->shader != Shader::getActiveShader()) | 
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| 81 | //     shader->activateShader(); | 
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| 82 | //   gluSphere(this->obj, 3, 10, 10); | 
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| 83 | //   shader->deactivateShader(); | 
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| 84 | // | 
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| 85 | // | 
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| 86 | // /*  if (this->model) | 
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| 87 | //     this->model->draw();*/ | 
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| 88 | //   glPopMatrix(); | 
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| 89 | } | 
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| 90 |  | 
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| 91 |  | 
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| 92 | void NPC2::tick(float dt) | 
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| 93 | { | 
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| 94 | //  Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor()); | 
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| 95 |  | 
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| 96 |   //if (directin.len() < 100) | 
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| 97 | //  this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0)); | 
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| 98 |   this->shiftDir(Quaternion(dt, this->randomRotAxis)); | 
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| 99 |  | 
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| 100 | } | 
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| 101 |  | 
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| 102 |  | 
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| 103 |  | 
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