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source: orxonox.OLD/trunk/src/world_entities/npc2.cc @ 5266

Last change on this file since 5266 was 5266, checked in by bensch, 19 years ago

orxonox/trunk: Shaders now work :)

File size: 2.2 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:
16*/
17
18
19#include "npc2.h"
20#include "obb_tree.h"
21
22#include "shader.h"
23#include "state.h"
24#include "list.h"
25
26using namespace std;
27
28
29NPC2::NPC2()
30{
31  this->setClassID(CL_NPC, "NPC");
32
33  this->loadModelWithScale("models/ships/bolido.obj", 3);
34  this->shader = new Shader("toon.vert", "toon.frag");
35//  this->shader->activateShader();
36  //exit(-1);
37
38  this->obj = gluNewQuadric();
39
40  this->randomRotAxis = VECTOR_RAND(1);
41}
42
43
44NPC2::~NPC2 () {}
45
46
47void NPC2::collidesWith(WorldEntity* entity, const Vector& location)
48{
49  if (entity->isA(CL_PROJECTILE))
50  {
51    PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getName(), entity->getName(), location.x, location.y, location.z);
52    this->applyForce(Vector(0,0,0)-location*1000);
53  }
54  else if (entity->isA(CL_PLAYER))
55    this->applyForce(Vector(0,0,0)-location*100);
56  else
57  {
58    this->setVisibiliy(false);
59   State::getWorldEntityList()->remove(this);
60  }
61}
62
63
64/**
65 *  the entity is drawn onto the screen with this function
66 *
67 * This is a central function of an entity: call it to let the entity painted to the screen.
68 * Just override this function with whatever you want to be drawn.
69 */
70void NPC2::draw()
71{
72  glMatrixMode(GL_MODELVIEW);
73  glPushMatrix();
74  float matrix[4][4];
75
76  /* translate */
77  glTranslatef (this->getAbsCoor ().x,
78                this->getAbsCoor ().y,
79                this->getAbsCoor ().z);
80  /* rotate */
81  this->getAbsDir ().matrix (matrix);
82  glMultMatrixf((float*)matrix);
83
84  shader->activateShader();
85  gluSphere(this->obj, 3, 20, 20);
86  shader->deactivateShader();
87
88
89/*  if (this->model)
90    this->model->draw();*/
91  glPopMatrix();
92}
93
94
95void NPC2::tick(float dt)
96{
97//  Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor());
98
99  //if (directin.len() < 100)
100//  this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0));
101  this->shiftDir(Quaternion(dt, this->randomRotAxis));
102
103}
104
105
106
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