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| 2 | |
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| 3 | /* |
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| 4 | orxonox - the future of 3D-vertical-scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation; either version 2, or (at your option) |
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| 11 | any later version. |
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| 12 | |
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| 13 | ### File Specific: |
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| 14 | main-programmer: Patrick Boenzli |
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| 15 | co-programmer: |
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| 16 | */ |
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 18 | |
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| 19 | |
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| 20 | #include "npc_test.h" |
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| 21 | #include "obb_tree.h" |
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| 22 | |
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| 23 | #include "shader.h" |
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| 24 | #include "state.h" |
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| 25 | #include "stdlibincl.h" |
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| 26 | #include "debug.h" |
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| 27 | |
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| 28 | |
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| 29 | using namespace std; |
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| 30 | |
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| 31 | |
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| 32 | NPC2::NPC2() |
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| 33 | { |
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| 34 | this->setClassID(CL_NPC_TEST2, "NPC2"); |
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| 35 | |
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| 36 | if ((float)rand()/RAND_MAX > .5f) |
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| 37 | this->loadModel("models/ships/bolido.obj", 3); |
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| 38 | else |
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| 39 | this->loadModel("models/ships/gobblin.obj", 3); |
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| 40 | |
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| 41 | this->shader = NULL; |
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| 42 | if (likely(Shader::checkShaderAbility())) |
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| 43 | this->shader = Shader::getShader("shaders/toon.vert", "shaders/toon.frag"); |
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| 44 | |
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| 45 | this->obj = gluNewQuadric(); |
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| 46 | |
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| 47 | this->randomRotAxis = VECTOR_RAND(1); |
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| 48 | } |
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| 49 | |
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| 50 | |
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| 51 | NPC2::~NPC2 () |
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| 52 | { |
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| 53 | if (this->shader) |
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| 54 | Shader::unload(this->shader); |
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| 55 | gluDeleteQuadric(this->obj); |
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| 56 | } |
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| 57 | |
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| 58 | |
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| 59 | |
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| 60 | /** |
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| 61 | * the entity is drawn onto the screen with this function |
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| 62 | * |
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| 63 | * This is a central function of an entity: call it to let the entity painted to the screen. |
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| 64 | * Just override this function with whatever you want to be drawn. |
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| 65 | */ |
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| 66 | void NPC2::draw() const |
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| 67 | { |
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| 68 | // glMatrixMode(GL_MODELVIEW); |
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| 69 | // glPushMatrix(); |
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| 70 | // float matrix[4][4]; |
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| 71 | // |
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| 72 | // /* translate */ |
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| 73 | // glTranslatef (this->getAbsCoor ().x, |
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| 74 | // this->getAbsCoor ().y, |
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| 75 | // this->getAbsCoor ().z); |
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| 76 | // /* rotate */ |
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| 77 | // this->getAbsDir ().matrix (matrix); |
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| 78 | // glMultMatrixf((float*)matrix); |
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| 79 | // |
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| 80 | // if (this->shader != NULL && this->shader != Shader::getActiveShader()) |
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| 81 | // shader->activateShader(); |
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| 82 | // gluSphere(this->obj, 3, 10, 10); |
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| 83 | // shader->deactivateShader(); |
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| 84 | // |
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| 85 | // |
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| 86 | // /* if (this->model) |
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| 87 | // this->model->draw();*/ |
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| 88 | // glPopMatrix(); |
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| 89 | } |
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| 90 | |
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| 91 | |
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| 92 | void NPC2::tick(float dt) |
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| 93 | { |
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| 94 | // Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor()); |
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| 95 | |
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| 96 | //if (directin.len() < 100) |
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| 97 | // this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0)); |
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| 98 | this->shiftDir(Quaternion(dt, this->randomRotAxis)); |
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| 99 | |
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| 100 | } |
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| 101 | |
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| 102 | |
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| 103 | |
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