Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/orxonox/trunk/src/world_entities/world_entity.cc @ 4696

Last change on this file since 4696 was 4696, checked in by patrick, 19 years ago

orxonox/trunk: started calculating the prjection axis

File size: 5.6 KB
Line 
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: Christian Meyer
16*/
17
18#include <iostream>
19
20#include "world_entity.h"
21#include "list.h"
22#include "vector.h"
23#include "obb_tree.h"
24
25using namespace std;
26
27/**
28   \brief Loads the WordEntity-specific Part of any derived Class
29*/
30WorldEntity::WorldEntity(const TiXmlElement* root)
31{
32  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
33
34  this->model = NULL;
35  this->obbTree = NULL;
36
37  if (root)
38    this->loadParams(root);
39
40  this->bDraw = true;
41}
42
43/**
44   \brief standard destructor
45*/
46WorldEntity::~WorldEntity ()
47{
48  // if( collisioncluster != NULL) delete collisioncluster;
49  if (this->model)
50    ResourceManager::getInstance()->unload(this->model);
51}
52
53void WorldEntity::loadParams(const TiXmlElement* root)
54{
55  static_cast<PNode*>(this)->loadParams(root);
56  // Model Loading
57  LoadParam<WorldEntity>(root, "model", this, &WorldEntity::loadModel)
58    .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)") ;
59}
60
61/**
62   \brief loads a Model onto a WorldEntity
63   \param fileName the name of the model to load
64*/
65void WorldEntity::loadModel(const char* fileName)
66{
67  if (this->model)
68    ResourceManager::getInstance()->unload(this->model, RP_LEVEL);
69  this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN);
70}
71
72/**
73   \brief sets the character attributes of a worldentity
74   \param character attributes
75
76   these attributes don't have to be set, only use them, if you need them
77*/
78void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
79{}
80
81
82/**
83   \brief gets the Character attributes of this worldentity
84   \returns character attributes
85*/
86CharacterAttributes* WorldEntity::getCharacterAttributes()
87{}
88
89
90/**
91   \brief set the WorldEntity's collision hull
92   \param newhull: a pointer to a completely assembled CollisionCluster
93
94   Any previously assigned collision hull will be deleted on reassignment
95*/
96/*
97void WorldEntity::setCollision (CollisionCluster* newhull)
98{
99  if( newhull == NULL) return;
100  if( collisioncluster != NULL) delete collisioncluster;
101  collisioncluster = newhull;
102}
103*/
104
105
106/**
107    \brief process draw function
108*/
109void WorldEntity::processDraw ()
110{
111
112}
113
114/**
115   \brief sets the drawable state of this entity.
116   \param bDraw TRUE if draweable, FALSE otherwise
117*/
118void WorldEntity::setDrawable (bool bDraw)
119{
120  this->bDraw = bDraw;
121}
122
123
124/**
125   \brief this function is called, when two entities collide
126   \param entity: the world entity with whom it collides
127
128   Implement behaviour like damage application or other miscellaneous collision stuff in this function
129*/
130void WorldEntity::collideWith(WorldEntity* entity)
131{
132  this->obbTree->collideWith(entity->obbTree);
133}
134
135
136/**
137   \brief this function is called, when the ship is hit by a waepon
138   \param weapon: the laser/rocket/shoot that hits.
139   \param loc: place where it is hit
140
141   calculate the damage depending
142*/
143void WorldEntity::hit(WorldEntity* weapon, Vector* loc) {}
144
145
146/**
147   \brief this is called immediately after the Entity has been constructed and initialized
148
149   Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here.
150   DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted.
151*/
152void WorldEntity::postSpawn ()
153{
154}
155
156
157/**
158   \brief this method is called by the world if the WorldEntity leaves valid gamespace
159
160   For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
161   place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
162*/
163void WorldEntity::leftWorld ()
164{
165}
166
167
168/**
169   \brief this method is called every frame
170   \param time: the time in seconds that has passed since the last tick
171
172   Handle all stuff that should update with time inside this method (movement, animation, etc.)
173*/
174void WorldEntity::tick(float time)
175{
176}
177
178
179/**
180   \brief the entity is drawn onto the screen with this function
181
182   This is a central function of an entity: call it to let the entity painted to the screen. Just override this function with whatever you want to be drawn.
183*/
184void WorldEntity::draw()
185{
186  glMatrixMode(GL_MODELVIEW);
187  glPushMatrix();
188  float matrix[4][4];
189
190  /* translate */
191  glTranslatef (this->getAbsCoor ().x,
192                this->getAbsCoor ().y,
193                this->getAbsCoor ().z);
194  /* rotate */
195  this->getAbsDir ().matrix (matrix);
196  glMultMatrixf((float*)matrix);
197
198  if (this->model)
199    this->model->draw();
200  glPopMatrix();
201}
202
203
204void WorldEntity::drawBVTree(int depth, int drawMode)
205{
206  glMatrixMode(GL_MODELVIEW);
207  glPushMatrix();
208  float matrix[4][4];
209
210  /* translate */
211  glTranslatef (this->getAbsCoor ().x,
212                this->getAbsCoor ().y,
213                this->getAbsCoor ().z);
214  /* rotate */
215  this->getAbsDir ().matrix (matrix);
216  glMultMatrixf((float*)matrix);
217
218  if (this->obbTree)
219    this->obbTree->drawBV(depth, drawMode);
220  glPopMatrix();
221}
222
223/**
224   \brief this handles incoming command messages
225   \param cmd: a pointer to the incoming Command structure
226
227   Put all code that handles Command messages here, this will mainly be called by the assigned CommandNode but can also be used
228   to send commands from one WorldEntity to another.
229*/
230void WorldEntity::command (Command* cmd)
231{
232}
Note: See TracBrowser for help on using the repository browser.