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source: orxonox.OLD/branches/avi_play/src/world_entities/weapons/projectile.cc @ 6483

Last change on this file since 6483 was 5769, checked in by bensch, 19 years ago

orxonox/trunk: sync

File size: 3.0 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
26#include "garbage_collector.h"
27
28using namespace std;
29
30
31/**
32 *  standard constructor
33*/
34Projectile::Projectile () : WorldEntity()
35{
36  this->setClassID(CL_PROJECTILE, "Projectile");
37
38  this->lifeCycle = 0.0;
39  this->lifeSpan = 1.0f; /* sec */
40  this->target = NULL;
41
42  this->removeNode();
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
103void Projectile::setTarget(PNode* target)
104{
105
106  if (this->target == NULL)
107     this->target = new PNode();
108  this->target->setParent(target);
109}
110
111
112/**
113 * signal tick, time dependent things will be handled here
114 * @param time since last tick
115*/
116void Projectile::tick (float time)
117{
118  Vector v = this->velocity * (time);
119  this->shiftCoor(v);
120
121  this->lifeCycle += time/this->lifeSpan;
122  if( this->lifeCycle >= 1)
123  {
124    PRINTF(5)("FINALIZE==========================\n");
125    PRINTF(5)("current life cycle is: %f\n", this->lifeCycle);
126    PRINTF(5)("FINALIZE===========================\n");
127    //this->finalize();
128    GarbageCollector::getInstance()->collect(this);
129  }
130}
131
132
133/**
134 *  the function gets called, when the projectile is destroyed
135*/
136void Projectile::destroy ()
137{}
138
139
140void Projectile::draw () const
141{
142  glMatrixMode(GL_MODELVIEW);
143  glPushMatrix();
144
145  float matrix[4][4];
146  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
147  this->getAbsDir().matrix (matrix);
148  glMultMatrixf((float*)matrix);
149  this->model->draw();
150
151  glPopMatrix();
152}
153
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