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source: orxonox.OLD/branches/2d-recalc/src/world_entities/weapons/projectile.cc @ 5711

Last change on this file since 5711 was 5357, checked in by bensch, 19 years ago

orxonox/trunk: some minor cleanup, of the mess i made with AutoMake-sh

File size: 2.8 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#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
18
19#include "projectile.h"
20
21#include "world_entity.h"
22#include "weapon.h"
23#include "null_parent.h"
24#include "model.h"
25#include "vector.h"
26
27#include "garbage_collector.h"
28
29using namespace std;
30
31
32/**
33 *  standard constructor
34*/
35Projectile::Projectile () : WorldEntity()
36{
37  this->setClassID(CL_PROJECTILE, "Projectile");
38
39  this->lifeCycle = 0.0;
40  this->lifeSpan = 1.0f; /* sec */
41
42  this->remove();
43}
44
45
46/**
47 *  standard deconstructor
48*/
49Projectile::~Projectile ()
50{
51  /*
52     do not delete the test projectModel, since it is pnode
53     and will be cleaned out by world
54  */
55  //delete this->projectileModel;
56}
57
58
59void Projectile::setEnergies(float energyMin, float energyMax)
60{
61  this->energyMin = energyMin;
62  if (energyMax <= energyMin)
63  {
64    this->bChargeable = false;
65    this->energyMax = energyMin;
66  }
67  else
68  {
69    this->bChargeable = true;
70    this->energyMax = energyMax;
71  }
72}
73
74
75/**
76 *  this sets the flight direction of the projectile
77 * @param directin in which to flight
78
79   this function will calculate a vector out of this to be used in the
80   tick function
81*/
82void Projectile::setFlightDirection(const Quaternion& flightDirection)
83{
84  Vector v(1, 0, 0);
85  this->flightDirection = flightDirection.apply(v);
86  this->flightDirection.normalize();
87}
88
89/**
90 *  sets the velocity vector to a spec speed
91 * @param velocity: vector of the velocity
92*/
93void Projectile::setVelocity(const Vector &velocity)
94{
95  //Vector offsetVel =
96  this->velocity = velocity;
97 // offsetVel.normalize();
98  //this->velocity += (offsetVel * 50.0);
99}
100
101/**
102 * signal tick, time dependent things will be handled here
103 * @param time since last tick
104*/
105void Projectile::tick (float time)
106{
107  Vector v = this->velocity * (time);
108  this->shiftCoor(v);
109
110  this->lifeCycle += time/this->lifeSpan;
111  if( this->lifeCycle >= 1)
112  {
113    PRINTF(5)("FINALIZE==========================\n");
114    PRINTF(5)("current life cycle is: %f\n", this->lifeCycle);
115    PRINTF(5)("FINALIZE===========================\n");
116    //this->finalize();
117    GarbageCollector::getInstance()->collect(this);
118  }
119}
120
121
122/**
123 *  the function gets called, when the projectile is destroyed
124*/
125void Projectile::destroy ()
126{}
127
128
129void Projectile::draw ()
130{
131  glMatrixMode(GL_MODELVIEW);
132  glPushMatrix();
133
134  float matrix[4][4];
135  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
136  this->getAbsDir().matrix (matrix);
137  glMultMatrixf((float*)matrix);
138  this->model->draw();
139
140  glPopMatrix();
141}
142
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