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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/projectile.cc @ 4948

Last change on this file since 4948 was 4948, checked in by bensch, 19 years ago

orxonox/trunk: small cleanup

File size: 2.8 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
18
19#include "projectile.h"
20
21#include "world_entity.h"
22#include "weapon.h"
23#include "null_parent.h"
24#include "model.h"
25#include "vector.h"
26
27#include "garbage_collector.h"
28
29using namespace std;
30
31
32/**
33 *  standard constructor
34*/
35Projectile::Projectile () : WorldEntity()
36{
37  this->setClassID(CL_PROJECTILE, "Projectile");
38
39  this->lifeCycle = 0.0;
40  this->lifeSpan = 0.75f; /* sec */
41}
42
43
44/**
45 *  standard deconstructor
46*/
47Projectile::~Projectile ()
48{
49  /*
50     do not delete the test projectModel, since it is pnode
51     and will be cleaned out by world
52  */
53  //delete this->projectileModel;
54}
55
56
57void Projectile::setEnergies(float energyMin, float energyMax)
58{
59  this->energyMin = energyMin;
60  if (energyMax <= energyMin)
61  {
62    this->bChargeable = false;
63    this->energyMax = energyMin;
64  }
65  else
66  {
67    this->bChargeable = true;
68    this->energyMax = energyMax;
69  }
70}
71
72
73/**
74 *  this sets the flight direction of the projectile
75 * @param directin in which to flight
76
77   this function will calculate a vector out of this to be used in the
78   tick function
79*/
80void Projectile::setFlightDirection(const Quaternion& flightDirection)
81{
82  Vector v(1, 0, 0);
83  this->flightDirection = flightDirection.apply(v);
84  this->flightDirection.normalize();
85}
86
87/**
88 *  sets the velocity vector to a spec speed
89 * @param velocity: vector of the velocity
90*/
91void Projectile::setVelocity(const Vector &velocity)
92{
93  Vector offsetVel = this->velocity = velocity;
94  offsetVel.normalize();
95  this->velocity += (offsetVel * 50.0);
96}
97
98/**
99 * signal tick, time dependent things will be handled here
100 * @param time since last tick
101*/
102void Projectile::tick (float time)
103{
104  Vector v = this->velocity * (time);
105  this->shiftCoor(v);
106
107  this->lifeCycle += time/this->lifeSpan;
108  if( this->lifeCycle >= 1)
109  {
110    PRINTF(5)("FINALIZE==========================\n");
111    PRINTF(5)("current life cycle is: %f\n", this->lifeCycle);
112    PRINTF(5)("FINALIZE===========================\n");
113    //this->finalize();
114    GarbageCollector::getInstance()->collect(this);
115  }
116}
117
118
119/**
120 *  the function gets called, when the projectile is destroyed
121*/
122void Projectile::destroy ()
123{}
124
125
126void Projectile::draw ()
127{
128  glMatrixMode(GL_MODELVIEW);
129  glPushMatrix();
130
131  float matrix[4][4];
132  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
133  this->getAbsDir().matrix (matrix);
134  glMultMatrixf((float*)matrix);
135  this->model->draw();
136
137  glPopMatrix();
138}
139
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