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source: orxonox.OLD/branches/collision_detection_ancient/src/world_entities/npc2.cc @ 7422

Last change on this file since 7422 was 5511, checked in by bensch, 19 years ago

orxonox/trunk: more cleanup of the WorldEntity (includes rearanged)

File size: 2.5 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 "npc2.h"
21#include "obb_tree.h"
22
23#include "shader.h"
24#include "state.h"
25#include "list.h"
26#include "stdlibincl.h"
27#include "debug.h"
28
29
30using namespace std;
31
32
33NPC2::NPC2()
34{
35  this->setClassID(CL_NPC, "NPC");
36
37  this->loadModel("models/ships/bolido.obj", 3);
38  this->shader = NULL;
39  if (likely(Shader::checkShaderAbility()))
40    this->shader = Shader::getShader("shaders/toon.vert", "shaders/toon.frag");
41
42  this->obj = gluNewQuadric();
43
44  this->randomRotAxis = VECTOR_RAND(1);
45}
46
47
48NPC2::~NPC2 ()
49{
50  if (this->shader)
51    Shader::unload(this->shader);
52  gluDeleteQuadric(this->obj);
53}
54
55
56void NPC2::collidesWith(WorldEntity* entity, const Vector& location)
57{
58  if (entity->isA(CL_PROJECTILE))
59  {
60    PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getName(), entity->getName(), location.x, location.y, location.z);
61    this->applyForce(Vector(0,0,0)-location*1000);
62  }
63  else if (entity->isA(CL_PLAYER))
64    this->applyForce(Vector(0,0,0)-location*100);
65  else
66  {
67    this->setVisibiliy(false);
68   State::getWorldEntityList()->remove(this);
69  }
70}
71
72
73/**
74 *  the entity is drawn onto the screen with this function
75 *
76 * This is a central function of an entity: call it to let the entity painted to the screen.
77 * Just override this function with whatever you want to be drawn.
78 */
79void NPC2::draw() const
80{
81  glMatrixMode(GL_MODELVIEW);
82  glPushMatrix();
83  float matrix[4][4];
84
85  /* translate */
86  glTranslatef (this->getAbsCoor ().x,
87                this->getAbsCoor ().y,
88                this->getAbsCoor ().z);
89  /* rotate */
90  this->getAbsDir ().matrix (matrix);
91  glMultMatrixf((float*)matrix);
92
93  if (this->shader != NULL && this->shader != Shader::getActiveShader())
94    shader->activateShader();
95  gluSphere(this->obj, 3, 10, 10);
96  shader->deactivateShader();
97
98
99/*  if (this->model)
100    this->model->draw();*/
101  glPopMatrix();
102}
103
104
105void NPC2::tick(float dt)
106{
107//  Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor());
108
109  //if (directin.len() < 100)
110//  this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0));
111  this->shiftDir(Quaternion(dt, this->randomRotAxis));
112
113}
114
115
116
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