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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: Christian Meyer |
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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 | #include "world_entity.h" |
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| 20 | #include "shell_command.h" |
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| 21 | |
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| 22 | #include "resource_manager.h" |
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| 23 | #include "load_param.h" |
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| 24 | #include "list.h" |
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| 25 | #include "vector.h" |
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| 26 | #include "obb_tree.h" |
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| 27 | |
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| 28 | using namespace std; |
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| 29 | |
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| 30 | SHELL_COMMAND(model, WorldEntity, loadModel) |
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| 31 | ->describe("sets the Model of the WorldEntity") |
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| 32 | ->defaultValues(1, "models/ships/reaplow.obj"); |
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| 33 | |
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| 34 | |
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| 35 | /** |
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| 36 | * Loads the WordEntity-specific Part of any derived Class |
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| 37 | */ |
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| 38 | WorldEntity::WorldEntity(const TiXmlElement* root) |
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| 39 | { |
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| 40 | this->setClassID(CL_WORLD_ENTITY, "WorldEntity"); |
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| 41 | |
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| 42 | this->model = NULL; |
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| 43 | this->obbTree = NULL; |
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| 44 | |
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| 45 | if (root) |
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| 46 | this->loadParams(root); |
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| 47 | |
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| 48 | this->setVisibiliy(true); |
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| 49 | } |
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| 50 | |
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| 51 | /** |
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| 52 | * standard destructor |
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| 53 | */ |
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| 54 | WorldEntity::~WorldEntity () |
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| 55 | { |
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| 56 | // if( collisioncluster != NULL) delete collisioncluster; |
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| 57 | if (likely(this->model != NULL)) |
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| 58 | ResourceManager::getInstance()->unload(this->model); |
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| 59 | if( this->obbTree != NULL) |
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| 60 | delete this->obbTree; |
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| 61 | } |
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| 62 | |
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| 63 | void WorldEntity::loadParams(const TiXmlElement* root) |
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| 64 | { |
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| 65 | static_cast<PNode*>(this)->loadParams(root); |
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| 66 | // Model Loading |
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| 67 | LoadParam<WorldEntity>(root, "model", this, &WorldEntity::loadModel) |
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| 68 | .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)") ; |
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| 69 | } |
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| 70 | |
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| 71 | /** |
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| 72 | * loads a Model onto a WorldEntity |
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| 73 | * @param fileName the name of the model to load |
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| 74 | * @param scaling the Scaling of the model |
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| 75 | */ |
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| 76 | void WorldEntity::loadModelWithScale(const char* fileName, float scaling) |
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| 77 | { |
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| 78 | if (this->model) |
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| 79 | ResourceManager::getInstance()->unload(this->model, RP_LEVEL); |
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| 80 | if (fileName != NULL) |
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| 81 | { |
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| 82 | PRINTF(4)("fetching %s\n", fileName); |
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| 83 | if (scaling == 1.0) |
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| 84 | this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN); |
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| 85 | else |
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| 86 | this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling); |
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| 87 | |
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| 88 | this->buildObbTree(4); |
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| 89 | } |
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| 90 | else |
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| 91 | this->model = NULL; |
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| 92 | } |
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| 93 | |
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| 94 | /** |
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| 95 | * builds the obb-tree |
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| 96 | * @param depth the depth to calculate |
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| 97 | */ |
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| 98 | bool WorldEntity::buildObbTree(unsigned int depth) |
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| 99 | { |
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| 100 | // if (this->obbTree) |
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| 101 | // delete this->obbTree; |
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| 102 | // |
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| 103 | // if (this->model) |
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| 104 | // { |
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| 105 | // PRINTF(4)("creating obb tree\n"); |
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| 106 | // this->obbTree = new OBBTree(depth, (sVec3D*)this->model->getVertexArray(), this->model->getVertexCount()); |
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| 107 | // return true; |
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| 108 | // } |
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| 109 | // else |
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| 110 | // { |
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| 111 | // PRINTF(2)("could not create obb-tree, because no model was loaded yet\n"); |
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| 112 | // this->obbTree = NULL; |
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| 113 | // return false; |
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| 114 | // } |
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| 115 | } |
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| 116 | |
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| 117 | |
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| 118 | /** |
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| 119 | * sets the character attributes of a worldentity |
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| 120 | * @param character attributes |
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| 121 | * |
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| 122 | * these attributes don't have to be set, only use them, if you need them |
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| 123 | */ |
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| 124 | void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr) |
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| 125 | {} |
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| 126 | |
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| 127 | |
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| 128 | /** |
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| 129 | * gets the Character attributes of this worldentity |
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| 130 | * @returns character attributes |
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| 131 | */ |
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| 132 | CharacterAttributes* WorldEntity::getCharacterAttributes() |
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| 133 | {} |
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| 134 | |
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| 135 | |
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| 136 | /** |
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| 137 | * this function is called, when two entities collide |
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| 138 | * @param entity: the world entity with whom it collides |
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| 139 | * |
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| 140 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 141 | */ |
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| 142 | void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location) |
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| 143 | { |
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| 144 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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| 145 | } |
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| 146 | |
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| 147 | /** |
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| 148 | * this function is called, when the ship is hit by a waepon |
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| 149 | * @param weapon: the laser/rocket/shoot that hits. |
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| 150 | * @param loc: place where it is hit |
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| 151 | * |
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| 152 | * calculate the damage depending |
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| 153 | */ |
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| 154 | void WorldEntity::hit(WorldEntity* weapon, Vector* loc) {} |
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| 155 | |
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| 156 | |
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| 157 | /** |
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| 158 | * this is called immediately after the Entity has been constructed and initialized |
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| 159 | * |
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| 160 | * Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here. |
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| 161 | * DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted. |
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| 162 | */ |
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| 163 | void WorldEntity::postSpawn () |
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| 164 | { |
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| 165 | } |
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| 166 | |
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| 167 | |
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| 168 | /** |
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| 169 | * this method is called by the world if the WorldEntity leaves valid gamespace |
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| 170 | * |
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| 171 | * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a |
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| 172 | * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy). |
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| 173 | */ |
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| 174 | void WorldEntity::leftWorld () |
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| 175 | { |
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| 176 | } |
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| 177 | |
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| 178 | |
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| 179 | /** |
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| 180 | * this method is called every frame |
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| 181 | * @param time: the time in seconds that has passed since the last tick |
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| 182 | * |
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| 183 | * Handle all stuff that should update with time inside this method (movement, animation, etc.) |
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| 184 | */ |
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| 185 | void WorldEntity::tick(float time) |
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| 186 | { |
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| 187 | } |
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| 188 | |
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| 189 | /** |
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| 190 | * the entity is drawn onto the screen with this function |
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| 191 | * |
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| 192 | * This is a central function of an entity: call it to let the entity painted to the screen. |
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| 193 | * Just override this function with whatever you want to be drawn. |
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| 194 | */ |
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| 195 | void WorldEntity::draw() |
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| 196 | { |
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| 197 | glMatrixMode(GL_MODELVIEW); |
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| 198 | glPushMatrix(); |
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| 199 | float matrix[4][4]; |
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| 200 | |
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| 201 | /* translate */ |
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| 202 | glTranslatef (this->getAbsCoor ().x, |
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| 203 | this->getAbsCoor ().y, |
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| 204 | this->getAbsCoor ().z); |
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| 205 | /* rotate */ |
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| 206 | this->getAbsDir ().matrix (matrix); |
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| 207 | glMultMatrixf((float*)matrix); |
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| 208 | |
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| 209 | if (this->model) |
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| 210 | this->model->draw(); |
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| 211 | glPopMatrix(); |
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| 212 | } |
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| 213 | |
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| 214 | |
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| 215 | void WorldEntity::drawBVTree(int depth, int drawMode) |
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| 216 | { |
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| 217 | glMatrixMode(GL_MODELVIEW); |
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| 218 | glPushMatrix(); |
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| 219 | /* translate */ |
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| 220 | glTranslatef (this->getAbsCoor ().x, |
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| 221 | this->getAbsCoor ().y, |
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| 222 | this->getAbsCoor ().z); |
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| 223 | /* rotate */ |
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| 224 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 225 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 226 | |
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| 227 | if (this->obbTree) |
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| 228 | this->obbTree->drawBV(depth, drawMode); |
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| 229 | glPopMatrix(); |
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| 230 | } |
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