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source: orxonox.OLD/branches/camera/src/world_entities/test_entity.cc @ 10101

Last change on this file since 10101 was 10065, checked in by gfilip, 18 years ago

little update

File size: 2.6 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific
12   main-programmer:
13   co-programmer:
14*/
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
16
17
18#include "executor/executor.h"
19#include "util/loading/factory.h"
20#include "util/loading/load_param.h"
21
22
23#include "test_entity.h"
24#include "debug.h"
25
26
27#include "material.h"
28
29#include "state.h"
30
31
32
33#include "class_id_DEPRECATED.h"
34ObjectListDefinition(TestEntity);
35CREATE_FACTORY(TestEntity);
36
37float i=0;
38bool state=1;
39
40/**
41 *
42 */
43TestEntity::TestEntity ()
44{
45  this->init();
46}
47
48
49/**
50 *
51 */
52TestEntity::TestEntity(const TiXmlElement* root)
53{
54  this->init();
55
56  if( root != NULL)
57    this->loadParams(root);
58}
59
60
61/**
62 *
63 */
64TestEntity::~TestEntity ()
65{}
66
67
68/**
69 *
70 */
71void TestEntity::init()
72{
73  this->registerObject(this, TestEntity::_objectList);
74  this->toList(OM_GROUP_00);
75
76  this->material = new Material();
77  this->material->setIllum(3);
78  this->material->setDiffuse(1.0,1.0,1.0);
79  this->material->setSpecular(0.0,0.0,0.0);
80  this->material->setAmbient(1.0, 1.0, 1.0);
81  this->material->setDiffuseMap("maps/TE2.tga");
82}
83
84
85/**
86 * loads the Settings of a MD2Creature from an XML-element.
87 * @param root the XML-element to load the MD2Creature's properties from
88 */
89void TestEntity::loadParams(const TiXmlElement* root)
90{
91  WorldEntity::loadParams(root);
92}
93
94void TestEntity::draw() const
95{
96//   if(!mediaLoaded)
97//     false;
98
99  glPushAttrib(GL_ENABLE_BIT);
100  glDisable(GL_LIGHTING);
101//   glDisable(GL_BLEND);
102//
103//   glEnable(GL_TEXTURE_2D);
104//   glBindTexture(GL_TEXTURE_2D, media_container->getFrameTexture(counter));
105
106  glPushMatrix();
107 /* glTranslatef (this->getAbsCoor ().x,
108                this->getAbsCoor ().y,
109                this->getAbsCoor ().z);
110  glRotatef(axis, 0.0f, 1.0f, 0.0f);*/
111//PRINTF(0)("axis: %f\n", axis);
112glEnable(GL_BLEND);     // Turn Blending On
113
114
115
116glColor4f(0, 0, 0, i);
117
118  glBegin(GL_QUADS);
119    glVertex3f(-1.0f, -100.0f, -100.0f);
120//     glTexCoord2f(1.0f, 1.0f);
121    glVertex3f(-1.0f, -100.0f, 100.0f);
122//     glTexCoord2f(0.0f, 1.0f);
123    glVertex3f(-1.0f, 100.0f, 100.0f);
124//     glTexCoord2f(0.0f, 0.0f);
125    glVertex3f(-1.0f, 100.0f, -100.0f);
126//     glTexCoord2f(1.0f, 0.0f);
127
128  glEnd();
129
130  glPopMatrix();
131  glPopAttrib();
132}
133
134/**
135 *
136 */
137void TestEntity::tick (float time)
138{
139  if (state==0 && i==1)
140    i=0;
141  if (state==1 && i<=1)
142    i=i+0.005;
143}
144
145
146void  TestEntity::changeState (bool sta)
147{
148  state=sta;
149}
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