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source: orxonox.OLD/branches/new_class_id/src/world_entities/npcs/npc_test.cc @ 9707

Last change on this file since 9707 was 9707, checked in by bensch, 18 years ago

some more WorldEntities adapted

File size: 2.5 KB
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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: Patrick Boenzli
15   co-programmer:
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19
20#include "npc_test.h"
21#include "obb_tree.h"
22
23#include "shader.h"
24#include "state.h"
25#include "debug.h"
26
27#include "loading/factory.h"
28#include "loading/load_param.h"
29
30#include "effects/explosion.h"
31
32#include "class_id.h"
33CREATE_FACTORY(NPC2, CL_NPC_TEST2);
34NewObjectListDefinitionID(NPC2, CL_NPC_TEST2);
35
36NPC2::NPC2(const TiXmlElement* root)
37  : NPC(NULL)
38{
39  this->registerObject(this, NPC2::_objectList);
40
41  if ((float)rand()/RAND_MAX > .5f)
42    this->loadModel("models/ships/bolido.obj", 6);
43  else
44    this->loadModel("models/ships/gobblin.obj", 6);
45
46
47
48
49  this->shader = NULL;
50  if (likely(Shader::checkShaderAbility()))
51    this->shader = Shader::getShader("shaders/toon.vert", "shaders/toon.frag");
52
53  this->randomRotAxis = VECTOR_RAND(1);
54
55  if (root != NULL)
56    this->loadParams(root);
57}
58
59
60NPC2::~NPC2 ()
61{
62  if (this->shader)
63    Shader::unload(this->shader);
64}
65
66
67void NPC2::loadParams(const TiXmlElement* root)
68{
69  NPC::loadParams(root);
70
71}
72
73
74void NPC2::destroy(WorldEntity* killer)
75{
76  Explosion::explode(this, Vector(10,10,10));
77  this->toList(OM_DEAD);
78
79}
80
81
82
83/**
84 *  the entity is drawn onto the screen with this function
85 *
86 * This is a central function of an entity: call it to let the entity painted to the screen.
87 * Just override this function with whatever you want to be drawn.
88 */
89void NPC2::draw() const
90{
91  glMatrixMode(GL_MODELVIEW);
92  glPushMatrix();
93  float matrix[4][4];
94
95  /* translate */
96  glTranslatef (this->getAbsCoor ().x,
97                this->getAbsCoor ().y,
98                this->getAbsCoor ().z);
99  /* rotate */
100  this->getAbsDir ().matrix (matrix);
101  glMultMatrixf((float*)matrix);
102
103//   if (this->shader != NULL && this->shader != Shader::getActiveShader())
104//     shader->activateShader();
105
106  this->getModel()->draw();
107//   shader->deactivateShader();
108
109
110/*  if (this->model)
111    this->model->draw();*/
112  glPopMatrix();
113}
114
115
116void NPC2::tick(float dt)
117{
118//  Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor());
119
120  //if (directin.len() < 100)
121//  this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0));
122//  this->shiftDir(Quaternion(dt, this->randomRotAxis));
123
124}
125
126
127
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