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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 | |
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| 18 | |
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| 19 | #include "primitive.h" |
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| 20 | |
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| 21 | #include "stdincl.h" |
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| 22 | #include "world_entity.h" |
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| 23 | #include "objModel.h" |
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| 24 | #include "vector.h" |
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| 25 | |
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| 26 | using namespace std; |
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| 27 | |
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| 28 | |
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| 29 | |
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| 30 | /** |
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| 31 | \brief standard constructor |
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| 32 | */ |
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| 33 | Primitive::Primitive (pForm form) : WorldEntity() |
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| 34 | { |
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| 35 | this->form = form; |
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| 36 | this->size = 0.2f; |
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| 37 | this->segments = 6; |
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| 38 | this->object = gluNewQuadric(); |
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| 39 | |
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| 40 | gluQuadricNormals(this->object, GLU_SMOOTH); |
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| 41 | gluQuadricTexture(this->object, GL_TRUE); |
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| 42 | |
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| 43 | this->material = new Material("Sphere"); |
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| 44 | this->material->setIllum(3); |
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| 45 | this->material->setAmbient(1, .5, 1); |
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| 46 | } |
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| 47 | |
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| 48 | |
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| 49 | /** |
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| 50 | \brief standard deconstructor |
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| 51 | */ |
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| 52 | Primitive::~Primitive () |
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| 53 | { |
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| 54 | delete this->material; |
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| 55 | free(this->object); |
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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 | \brief sets the form of the primitive body |
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| 61 | \param form (enumeration) from pForm |
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| 62 | */ |
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| 63 | void Primitive::setForm(pForm form) |
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| 64 | { |
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| 65 | this->form = form; |
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| 66 | } |
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| 67 | |
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| 68 | |
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| 69 | /** |
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| 70 | \brief sets the size of the body |
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| 71 | \param size from [0..1] |
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| 72 | */ |
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| 73 | void Primitive::setSize(float size) |
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| 74 | { |
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| 75 | if( size < 0 || size > 1) |
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| 76 | { |
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| 77 | PRINTF(1)("size must be value between 0 and 1 [0..1]. resetting it to 1\n"); |
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| 78 | size = 1.0; |
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| 79 | } |
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| 80 | this->size = size; |
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| 81 | } |
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| 82 | |
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| 83 | |
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| 84 | /** |
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| 85 | \brief set number of segments |
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| 86 | \param segment count |
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| 87 | |
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| 88 | the more segments the body has, the smoother it seems. This function makes only |
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| 89 | sense with speres and cylinders, cubes have constant number of segments :) |
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| 90 | */ |
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| 91 | void Primitive::setSegments(int segments) |
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| 92 | { |
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| 93 | if( segments <= 0) |
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| 94 | { |
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| 95 | PRINTF(1)("number of segments must be more than 0! not setting segment number\n"); |
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| 96 | } |
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| 97 | this->segments = segments; |
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| 98 | } |
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| 99 | |
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| 100 | /** |
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| 101 | \brief stets the material |
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| 102 | \param material to be set |
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| 103 | */ |
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| 104 | void Primitive::setMaterial(Material* material) |
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| 105 | { |
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| 106 | if( material == NULL) |
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| 107 | { |
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| 108 | PRINTF(1)("material reference is NULL, returning without modifications\n"); |
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| 109 | return; |
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| 110 | } |
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| 111 | this->material = material; |
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| 112 | } |
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| 113 | |
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| 114 | |
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| 115 | /** |
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| 116 | \brief sets the texture name |
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| 117 | \param path to the texture |
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| 118 | |
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| 119 | eg: name could have following value: "../data/pictures/load_screen.jpg" |
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| 120 | */ |
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| 121 | void Primitive::setTexture(char* name) |
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| 122 | { |
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| 123 | if( name == NULL ) |
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| 124 | { |
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| 125 | PRINTF(1)("texture char reference is NULL, returning without modifications\n"); |
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| 126 | return; |
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| 127 | } |
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| 128 | this->textureName = name; |
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| 129 | this->material->setDiffuseMap( name); |
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| 130 | } |
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| 131 | |
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| 132 | |
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| 133 | /** |
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| 134 | \brief called, when the object gets hit |
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| 135 | \param other object, that hits it |
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| 136 | \param location of impact |
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| 137 | */ |
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| 138 | void Primitive::hit (WorldEntity* weapon, Vector* loc) {} |
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| 139 | |
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| 140 | |
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| 141 | /** |
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| 142 | \brief object collides |
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| 143 | */ |
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| 144 | void Primitive::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {} |
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| 145 | |
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| 146 | |
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| 147 | /** |
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| 148 | \brief tick singal put everything here, that is timedependent |
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| 149 | \param time in sec |
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| 150 | */ |
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| 151 | void Primitive::tick (float time) |
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| 152 | { |
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| 153 | // Vector v(0.0, 0.0, 1.0); |
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| 154 | // Quaternion q(10.0, v); |
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| 155 | // this->setRelDir(&(this->relDirection * q)); |
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| 156 | } |
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| 157 | |
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| 158 | /** |
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| 159 | \brief drawing function of the object |
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| 160 | */ |
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| 161 | void Primitive::draw () |
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| 162 | { |
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| 163 | glMatrixMode(GL_MODELVIEW); |
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| 164 | glPushMatrix(); |
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| 165 | |
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| 166 | float matrix[4][4]; |
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| 167 | glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); |
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| 168 | //rotate |
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| 169 | //this->getAbsDir().matrix (matrix); |
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| 170 | //glMultMatrixf((float*)matrix); |
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| 171 | this->material->select(); |
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| 172 | |
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| 173 | switch( this->form) |
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| 174 | { |
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| 175 | case P_SPHERE: |
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| 176 | gluSphere(this->object, this->size, this->segments, this->segments); |
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| 177 | break; |
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| 178 | case P_CUBE: |
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| 179 | this->glDrawCube(); |
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| 180 | break; |
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| 181 | case P_CYLINDER: |
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| 182 | gluCylinder(this->object, this->size, this->size, this->size * 2, this->segments, this->segments); |
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| 183 | break; |
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| 184 | case P_DISK: |
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| 185 | gluDisk(this->object, this->size, 2, this->segments, this->segments); |
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| 186 | break; |
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| 187 | default: |
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| 188 | break; |
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| 189 | } |
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| 190 | |
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| 191 | glPopMatrix(); |
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| 192 | } |
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| 193 | |
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| 194 | |
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| 195 | void Primitive::glDrawCube() |
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| 196 | { |
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| 197 | glBegin(GL_QUADS); |
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| 198 | glNormal3f( 0.0f, 0.0f, 1.0f); |
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| 199 | glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); |
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| 200 | glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); |
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| 201 | glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); |
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| 202 | glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); |
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| 203 | |
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| 204 | glNormal3f( 0.0f, 0.0f,-1.0f); |
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| 205 | glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); |
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| 206 | glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); |
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| 207 | glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); |
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| 208 | glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); |
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| 209 | |
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| 210 | glNormal3f( 0.0f, 1.0f, 0.0f); |
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| 211 | glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); |
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| 212 | glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); |
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| 213 | glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); |
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| 214 | glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); |
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| 215 | |
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| 216 | glNormal3f( 0.0f,-1.0f, 0.0f); |
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| 217 | glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); |
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| 218 | glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); |
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| 219 | glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); |
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| 220 | glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); |
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| 221 | |
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| 222 | glNormal3f( 1.0f, 0.0f, 0.0f); |
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| 223 | glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); |
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| 224 | glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); |
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| 225 | glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); |
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| 226 | glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); |
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| 227 | |
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| 228 | glNormal3f(-1.0f, 0.0f, 0.0f); |
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| 229 | glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); |
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| 230 | glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); |
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| 231 | glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); |
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| 232 | glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); |
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| 233 | glEnd(); |
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| 234 | } |
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