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source: orxonox.OLD/orxonox/trunk/src/world_entities/world_entity.cc @ 5029

Last change on this file since 5029 was 5029, checked in by patrick, 19 years ago

orxonox/trunk: some changes in the NPC interface class

File size: 5.4 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: 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 *  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->setVisibiliy(true);
41}
42
43/**
44 *  standard destructor
45*/
46WorldEntity::~WorldEntity ()
47{
48  // if( collisioncluster != NULL) delete collisioncluster;
49  if (this->model)
50    ResourceManager::getInstance()->unload(this->model);
51  if( this->obbTree)
52    delete this->obbTree;
53}
54
55void WorldEntity::loadParams(const TiXmlElement* root)
56{
57  static_cast<PNode*>(this)->loadParams(root);
58  // Model Loading
59  LoadParam<WorldEntity>(root, "model", this, &WorldEntity::loadModel)
60    .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)") ;
61}
62
63/**
64 * loads a Model onto a WorldEntity
65 * @param fileName the name of the model to load
66*/
67void WorldEntity::loadModel(const char* fileName)
68{
69  if (this->model)
70    ResourceManager::getInstance()->unload(this->model, RP_LEVEL);
71  if (fileName != NULL)
72  {
73    PRINTF(4)("loading %s\n", fileName);
74    this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN);
75  }
76  else
77    this->model = NULL;
78}
79
80/**
81 * sets the character attributes of a worldentity
82 * @param character attributes
83 *
84 * these attributes don't have to be set, only use them, if you need them
85*/
86void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
87{}
88
89
90/**
91 * gets the Character attributes of this worldentity
92 * @returns character attributes
93*/
94CharacterAttributes* WorldEntity::getCharacterAttributes()
95{}
96
97/**
98 *  this function is called, when two entities collide
99 * @param entity: the world entity with whom it collides
100 *
101 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
102*/
103void WorldEntity::collidesWith(WorldEntity* entity)
104{
105  //this->obbTree->collideWith(entity->obbTree, (PNode*)this, (PNode*)entity);]
106  PRINTF(0)("COLLISION ---------------------------- with object: %s\n", entity->getName());
107}
108
109
110/**
111 *  this function is called, when two entities collide
112 * @param entity: the world entity with whom it collides
113 *
114 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
115 */
116void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
117{
118  //this->obbTree->collideWith(entity->obbTree, (PNode*)this, (PNode*)entity);]
119  PRINTF(0)("COLLISION ---------------------------- with object: %s\n", entity->getName());
120}
121
122/**
123 *  this function is called, when the ship is hit by a waepon
124 * @param weapon: the laser/rocket/shoot that hits.
125 * @param loc: place where it is hit
126 *
127 * calculate the damage depending
128*/
129void WorldEntity::hit(WorldEntity* weapon, Vector* loc) {}
130
131
132/**
133 *  this is called immediately after the Entity has been constructed and initialized
134 *
135 * Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here.
136 * DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted.
137*/
138void WorldEntity::postSpawn ()
139{
140}
141
142
143/**
144 *  this method is called by the world if the WorldEntity leaves valid gamespace
145 *
146 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
147 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
148*/
149void WorldEntity::leftWorld ()
150{
151}
152
153
154/**
155 *  this method is called every frame
156 * @param time: the time in seconds that has passed since the last tick
157 *
158 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
159*/
160void WorldEntity::tick(float time)
161{
162}
163
164/**
165 *  the entity is drawn onto the screen with this function
166 *
167 * This is a central function of an entity: call it to let the entity painted to the screen.
168 * Just override this function with whatever you want to be drawn.
169*/
170void WorldEntity::draw()
171{
172  glMatrixMode(GL_MODELVIEW);
173  glPushMatrix();
174  float matrix[4][4];
175
176  /* translate */
177  glTranslatef (this->getAbsCoor ().x,
178                this->getAbsCoor ().y,
179                this->getAbsCoor ().z);
180  /* rotate */
181  this->getAbsDir ().matrix (matrix);
182  glMultMatrixf((float*)matrix);
183
184  if (this->model)
185    this->model->draw();
186  glPopMatrix();
187}
188
189
190void WorldEntity::drawBVTree(int depth, int drawMode)
191{
192  glMatrixMode(GL_MODELVIEW);
193  glPushMatrix();
194  /* translate */
195  glTranslatef (this->getAbsCoor ().x,
196                this->getAbsCoor ().y,
197                this->getAbsCoor ().z);
198  /* rotate */
199  Vector tmpRot = this->getAbsDir().getSpacialAxis();
200  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
201
202  if (this->obbTree)
203    this->obbTree->drawBV(depth, drawMode);
204  glPopMatrix();
205}
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