1 | |
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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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