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source: orxonox.OLD/branches/2d-recalc/src/world_entities/test_entity.cc @ 5535

Last change on this file since 5535 was 5378, checked in by bensch, 19 years ago

orxonox/trunk: crosshair now more compliant with Element2D
Element2D now also nows size

File size: 2.1 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#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19
20#include "test_entity.h"
21#include "stdincl.h"
22#include "model.h"
23#include "md2Model.h"
24#include "obb_tree.h"
25#include "state.h"
26#include "list.h"
27
28using namespace std;
29
30
31
32TestEntity::TestEntity ()
33{
34  this->setClassID(CL_TEST_ENTITY, "TestEntity");
35
36  this->md2Model = new MD2Model("models/droidika.md2", "models/droideka.pcx");
37//   this->md2Model = new MD2Model("models/tris.md2", "models/tris.pcx");
38// this->md2Model = new MD2Model("models/goblin.md2", "maps/goblin.bmp");
39  this->obbTree = new OBBTree(4, (sVec3D*)this->md2Model->data->pVertices, this->md2Model->data->numVertices);
40
41  this->md2Model->setAnim(RUN);
42  this->md2Model->debug();
43}
44
45
46TestEntity::~TestEntity ()
47{
48  delete this->md2Model;
49}
50
51
52void  TestEntity::setAnim(int animationIndex)
53{
54  this->md2Model->setAnim(animationIndex);
55}
56
57
58void TestEntity::tick (float time)
59{
60  this->md2Model->tick(time);
61}
62
63
64void TestEntity::collidesWith(WorldEntity* entity, const Vector& location)
65{
66  if (entity->isA(CL_PROJECTILE))
67  {
68    PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getName(), entity->getName(), location.x, location.y, location.z);
69  this->setVisibiliy(false);
70  State::getWorldEntityList()->remove(this);
71  }
72}
73
74void TestEntity::hit (WorldEntity* weapon, Vector* loc) {}
75
76
77void TestEntity::destroy () {}
78
79
80void TestEntity::collide (WorldEntity* other,  Uint32 ownhitflags, Uint32 otherhitflags) {}
81
82
83void TestEntity::draw ()
84{
85  glMatrixMode(GL_MODELVIEW);
86  glPushMatrix();
87  float matrix[4][4];
88
89
90  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
91  this->getAbsDir().matrix (matrix);
92  glMultMatrixf((float*)matrix);
93  this->md2Model->draw();
94
95
96  glPopMatrix();
97}
98
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