Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/orxonox/trunk/src/world_entities/world_entity.cc @ 5046

Last change on this file since 5046 was 5046, checked in by patrick, 19 years ago

orxonox/trunk: if a collision occures, the virtual WorldEntity::collidesWith(WorldEntity*, Vector) is called of both objects. the reaction to the collision has to be defined there. default reaction is still output into stdout console. There is now more information

File size: 5.0 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 *  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/**
101 *  this function is called, when two entities collide
102 * @param entity: the world entity with whom it collides
103 *
104 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
105 */
106void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
107{
108  PRINTF(0)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
109}
110
111/**
112 *  this function is called, when the ship is hit by a waepon
113 * @param weapon: the laser/rocket/shoot that hits.
114 * @param loc: place where it is hit
115 *
116 * calculate the damage depending
117*/
118void WorldEntity::hit(WorldEntity* weapon, Vector* loc) {}
119
120
121/**
122 *  this is called immediately after the Entity has been constructed and initialized
123 *
124 * Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here.
125 * DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted.
126*/
127void WorldEntity::postSpawn ()
128{
129}
130
131
132/**
133 *  this method is called by the world if the WorldEntity leaves valid gamespace
134 *
135 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
136 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
137*/
138void WorldEntity::leftWorld ()
139{
140}
141
142
143/**
144 *  this method is called every frame
145 * @param time: the time in seconds that has passed since the last tick
146 *
147 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
148*/
149void WorldEntity::tick(float time)
150{
151}
152
153/**
154 *  the entity is drawn onto the screen with this function
155 *
156 * This is a central function of an entity: call it to let the entity painted to the screen.
157 * Just override this function with whatever you want to be drawn.
158*/
159void WorldEntity::draw()
160{
161  glMatrixMode(GL_MODELVIEW);
162  glPushMatrix();
163  float matrix[4][4];
164
165  /* translate */
166  glTranslatef (this->getAbsCoor ().x,
167                this->getAbsCoor ().y,
168                this->getAbsCoor ().z);
169  /* rotate */
170  this->getAbsDir ().matrix (matrix);
171  glMultMatrixf((float*)matrix);
172
173  if (this->model)
174    this->model->draw();
175  glPopMatrix();
176}
177
178
179void WorldEntity::drawBVTree(int depth, int drawMode)
180{
181  glMatrixMode(GL_MODELVIEW);
182  glPushMatrix();
183  /* translate */
184  glTranslatef (this->getAbsCoor ().x,
185                this->getAbsCoor ().y,
186                this->getAbsCoor ().z);
187  /* rotate */
188  Vector tmpRot = this->getAbsDir().getSpacialAxis();
189  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
190
191  if (this->obbTree)
192    this->obbTree->drawBV(depth, drawMode);
193  glPopMatrix();
194}
Note: See TracBrowser for help on using the repository browser.