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source: orxonox.OLD/trunk/src/world_entities/npc2.cc @ 5333

Last change on this file since 5333 was 5333, checked in by bensch, 19 years ago

orxonox/trunk: we do not have to shade the whole world

File size: 2.4 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:
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 = NULL;
35  if (likely(Shader::checkShaderAbility()))
36    this->shader = Shader::getShader("shaders/toon.vert", "shaders/toon.frag");
37
38  this->obj = gluNewQuadric();
39
40  this->randomRotAxis = VECTOR_RAND(1);
41}
42
43
44NPC2::~NPC2 ()
45{
46  Shader::unload(this->shader);
47  gluDeleteQuadric(this->obj);
48}
49
50
51void NPC2::collidesWith(WorldEntity* entity, const Vector& location)
52{
53  if (entity->isA(CL_PROJECTILE))
54  {
55    PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getName(), entity->getName(), location.x, location.y, location.z);
56    this->applyForce(Vector(0,0,0)-location*1000);
57  }
58  else if (entity->isA(CL_PLAYER))
59    this->applyForce(Vector(0,0,0)-location*100);
60  else
61  {
62    this->setVisibiliy(false);
63   State::getWorldEntityList()->remove(this);
64  }
65}
66
67
68/**
69 *  the entity is drawn onto the screen with this function
70 *
71 * This is a central function of an entity: call it to let the entity painted to the screen.
72 * Just override this function with whatever you want to be drawn.
73 */
74void NPC2::draw()
75{
76  glMatrixMode(GL_MODELVIEW);
77  glPushMatrix();
78  float matrix[4][4];
79
80  /* translate */
81  glTranslatef (this->getAbsCoor ().x,
82                this->getAbsCoor ().y,
83                this->getAbsCoor ().z);
84  /* rotate */
85  this->getAbsDir ().matrix (matrix);
86  glMultMatrixf((float*)matrix);
87
88  if (this->shader != NULL && this->shader != Shader::getActiveShader())
89    shader->activateShader();
90  gluSphere(this->obj, 3, 10, 10);
91  shader->deactivateShader();
92
93
94/*  if (this->model)
95    this->model->draw();*/
96  glPopMatrix();
97}
98
99
100void NPC2::tick(float dt)
101{
102//  Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor());
103
104  //if (directin.len() < 100)
105//  this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0));
106  this->shiftDir(Quaternion(dt, this->randomRotAxis));
107
108}
109
110
111
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