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source: orxonox.OLD/orxonox/trunk/src/world_entities/world_entity.cc @ 5042

Last change on this file since 5042 was 5042, checked in by patrick, 19 years ago

orxonox/trunk: cd debuging tour, the trip forced me to think about the cd feedback triggering - still working

File size: 5.5 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: 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    PRINTF(4)("creating obb tree\n");
76    this->obbTree = new OBBTree(4, (sVec3D*)this->model->getVertexArray(), this->model->getVertexCount());
77  }
78  else
79    this->model = NULL;
80}
81
82/**
83 * sets the character attributes of a worldentity
84 * @param character attributes
85 *
86 * these attributes don't have to be set, only use them, if you need them
87*/
88void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
89{}
90
91
92/**
93 * gets the Character attributes of this worldentity
94 * @returns character attributes
95*/
96CharacterAttributes* WorldEntity::getCharacterAttributes()
97{}
98
99/**
100 *  this function is called, when two entities collide
101 * @param entity: the world entity with whom it collides
102 *
103 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
104*/
105void WorldEntity::collidesWith(WorldEntity* entity)
106{
107  //this->obbTree->collideWith(entity->obbTree, (PNode*)this, (PNode*)entity);]
108  PRINTF(0)("COLLISION ---------------------------- with object: %s\n", entity->getName());
109}
110
111
112/**
113 *  this function is called, when two entities collide
114 * @param entity: the world entity with whom it collides
115 *
116 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
117 */
118void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
119{
120  //this->obbTree->collideWith(entity->obbTree, (PNode*)this, (PNode*)entity);]
121  PRINTF(0)("COLLISION ---------------------------- with object: %s\n", entity->getName());
122}
123
124/**
125 *  this function is called, when the ship is hit by a waepon
126 * @param weapon: the laser/rocket/shoot that hits.
127 * @param loc: place where it is hit
128 *
129 * calculate the damage depending
130*/
131void WorldEntity::hit(WorldEntity* weapon, Vector* loc) {}
132
133
134/**
135 *  this is called immediately after the Entity has been constructed and initialized
136 *
137 * Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here.
138 * DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted.
139*/
140void WorldEntity::postSpawn ()
141{
142}
143
144
145/**
146 *  this method is called by the world if the WorldEntity leaves valid gamespace
147 *
148 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
149 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
150*/
151void WorldEntity::leftWorld ()
152{
153}
154
155
156/**
157 *  this method is called every frame
158 * @param time: the time in seconds that has passed since the last tick
159 *
160 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
161*/
162void WorldEntity::tick(float time)
163{
164}
165
166/**
167 *  the entity is drawn onto the screen with this function
168 *
169 * This is a central function of an entity: call it to let the entity painted to the screen.
170 * Just override this function with whatever you want to be drawn.
171*/
172void WorldEntity::draw()
173{
174  glMatrixMode(GL_MODELVIEW);
175  glPushMatrix();
176  float matrix[4][4];
177
178  /* translate */
179  glTranslatef (this->getAbsCoor ().x,
180                this->getAbsCoor ().y,
181                this->getAbsCoor ().z);
182  /* rotate */
183  this->getAbsDir ().matrix (matrix);
184  glMultMatrixf((float*)matrix);
185
186  if (this->model)
187    this->model->draw();
188  glPopMatrix();
189}
190
191
192void WorldEntity::drawBVTree(int depth, int drawMode)
193{
194  glMatrixMode(GL_MODELVIEW);
195  glPushMatrix();
196  /* translate */
197  glTranslatef (this->getAbsCoor ().x,
198                this->getAbsCoor ().y,
199                this->getAbsCoor ().z);
200  /* rotate */
201  Vector tmpRot = this->getAbsDir().getSpacialAxis();
202  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
203
204  if (this->obbTree)
205    this->obbTree->drawBV(depth, drawMode);
206  glPopMatrix();
207}
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