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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: |
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15 | co-programmer: |
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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 | |
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20 | #include "executor/executor.h" |
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21 | #include "util/loading/factory.h" |
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22 | #include "util/loading/load_param.h" |
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23 | |
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24 | |
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25 | #include "test_entity2.h" |
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26 | #include "debug.h" |
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27 | |
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28 | #include "state.h" |
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29 | #include "player.h" |
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30 | #include "playable.h" |
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31 | #include "material.h" |
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32 | |
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33 | |
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34 | #include "state.h" |
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35 | |
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36 | |
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37 | |
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38 | #include "class_id_DEPRECATED.h" |
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39 | ObjectListDefinition(TestEntity2); |
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40 | CREATE_FACTORY(TestEntity2); |
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41 | |
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42 | |
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43 | |
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44 | /** |
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45 | * |
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46 | */ |
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47 | TestEntity2::TestEntity2() |
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48 | { |
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49 | this->init(); |
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50 | } |
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51 | |
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52 | |
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53 | /** |
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54 | * |
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55 | */ |
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56 | TestEntity2::TestEntity2(const TiXmlElement* root) |
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57 | { |
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58 | this->init(); |
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59 | |
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60 | if( root != NULL) |
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61 | this->loadParams(root); |
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62 | } |
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63 | |
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64 | |
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65 | /** |
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66 | * |
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67 | */ |
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68 | TestEntity2::~TestEntity2 () |
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69 | {} |
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70 | |
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71 | |
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72 | /** |
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73 | * |
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74 | */ |
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75 | void TestEntity2::init() |
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76 | { |
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77 | this->registerObject(this, TestEntity2::_objectList); |
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78 | this->toList(OM_GROUP_00); |
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79 | |
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80 | this->material = new Material(); |
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81 | this->material->setIllum(3); |
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82 | this->material->setDiffuse(1.0,1.0,1.0); |
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83 | this->material->setSpecular(0.0,0.0,0.0); |
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84 | this->material->setAmbient(1.0, 1.0, 1.0); |
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85 | |
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86 | this->angle = 0; |
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87 | this->rotationSpeed = 3; |
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88 | |
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89 | this->material->setDiffuseMap("maps/TE2.tga"); |
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90 | |
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91 | } |
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92 | |
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93 | |
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94 | /** |
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95 | * loads the Settings of a MD2Creature from an XML-element. |
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96 | * @param root the XML-element to load the MD2Creature's properties from |
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97 | */ |
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98 | void TestEntity2::loadParams(const TiXmlElement* root) |
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99 | { |
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100 | WorldEntity::loadParams(root); |
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101 | } |
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102 | |
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103 | |
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104 | void TestEntity2::updateAngle() |
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105 | { |
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106 | this->angle = this->angle + this->rotationSpeed; |
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107 | } |
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108 | |
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109 | void TestEntity2::draw() const |
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110 | { |
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111 | |
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112 | glPushAttrib(GL_ENABLE_BIT); |
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113 | glDisable(GL_LIGHTING); |
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114 | |
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115 | glPushMatrix(); |
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116 | glMatrixMode(GL_MODELVIEW); |
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117 | |
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118 | |
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119 | /* translate */ |
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120 | glTranslatef (this->getAbsCoor ().x, |
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121 | this->getAbsCoor ().y, |
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122 | this->getAbsCoor ().z); |
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123 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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124 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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125 | glRotatef(this->angle, 1.0, 1.0, 1.0); |
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126 | //PRINTF(0)("axis: %f\n", axis); |
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127 | |
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128 | |
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129 | glEnable(GL_BLEND); |
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130 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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131 | glShadeModel(GL_FLAT); |
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132 | glClearColor(0.0, 0.0, 0.0, 0.0); |
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133 | |
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134 | glEnable(GL_TEXTURE_2D); |
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135 | this->material->select(); |
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136 | |
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137 | glColor3f(1.0, 1.0, 1.0); |
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138 | |
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139 | glBegin(GL_QUADS); // +X |
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140 | glTexCoord2f (0.0, 0.0); |
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141 | glVertex3f( 0.0f, -0.5f, -0.5f); |
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142 | // glNormal3f(1.0, 0.0, 0.0); |
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143 | |
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144 | glTexCoord2f (1.0, 0.0); |
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145 | glVertex3f( 0.0f, -0.5f , 0.5f); |
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146 | // glNormal3f(1.0, 0.0, 0.0); |
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147 | |
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148 | glTexCoord2f (1.0, 1.0); |
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149 | glVertex3f( 0.0, 0.5f , 0.5f ); |
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150 | // glNormal3f(1.0, 0.0, 0.0); |
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151 | |
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152 | |
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153 | glTexCoord2f (0.0, 1.0); |
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154 | glVertex3f( 0.0, 0.5f, -0.5f ); |
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155 | // glNormal3f(1.0, 0.0, 0.0); |
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156 | glEnd(); |
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157 | |
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158 | glBegin(GL_QUADS); // +Y |
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159 | glTexCoord2f (0.0, 0.0); |
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160 | glVertex3f(-0.5f, 0.0f, -0.5f); |
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161 | // glNormal3f(0.0, 1.0, 0.0); |
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162 | |
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163 | glTexCoord2f (1.0, 0.0); |
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164 | glVertex3f(-0.5f, 0.0f , 0.5f); |
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165 | // glNormal3f(0.0, 1.0, 0.0); |
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166 | |
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167 | glTexCoord2f (1.0, 1.0); |
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168 | glVertex3f( 0.5f, 0.0f , 0.5f ); |
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169 | // glNormal3f(0.0, 1.0, 0.0); |
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170 | |
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171 | glTexCoord2f (0.0, 1.0); |
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172 | glVertex3f( 0.5f, 0.0f, -0.5f ); |
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173 | // glNormal3f(0.0, 1.0, 0.0); |
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174 | glEnd(); |
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175 | |
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176 | glBegin(GL_QUADS);// +Z |
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177 | glTexCoord2f (0.0, 0.0); |
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178 | glVertex3f(-0.5f, -0.5f, 0.0f); |
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179 | // glNormal3f(0.0, 0.0, 1.0); |
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180 | |
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181 | glTexCoord2f (1.0, 0.0); |
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182 | glVertex3f(-0.5f, 0.5f , 0.0f); |
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183 | // glNormal3f(0.0, 0.0, 1.0); |
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184 | |
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185 | glTexCoord2f (1.0, 1.0); |
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186 | glVertex3f( 0.5f, 0.5f , 0.0f ); |
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187 | // glNormal3f(0.0, 0.0, 1.0); |
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188 | |
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189 | glTexCoord2f (0.0, 1.0); |
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190 | glVertex3f( 0.5f, -0.5f, 0.0f ); |
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191 | // glNormal3f(0.0, 0.0, 1.0); |
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192 | glEnd(); |
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193 | |
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194 | /* |
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195 | glBegin(GL_QUADS);// -X |
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196 | glTexCoord2f (0.0, 0.0); |
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197 | glVertex3f( 0.0f, -0.5f, -0.5f); |
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198 | // glNormal3f(-1.0, 0.0, 0.0); |
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199 | |
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200 | glTexCoord2f (1.0, 0.0); |
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201 | glVertex3f( 0.0f, 0.5f , -0.5f); |
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202 | // glNormal3f(-1.0, 0.0, 0.0); |
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203 | |
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204 | glTexCoord2f (1.0, 1.0); |
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205 | glVertex3f( 0.0, 0.5f , 0.5f ); |
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206 | // glNormal3f(-1.0, 0.0, 0.0); |
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207 | |
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208 | glTexCoord2f (0.0, 1.0); |
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209 | glVertex3f( 0.0, -0.5f, 0.5f ); |
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210 | // glNormal3f(-1.0, 0.0, 0.0); |
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211 | glEnd(); |
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212 | |
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213 | glBegin(GL_QUADS);// -Y |
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214 | glTexCoord2f (0.0, 0.0); |
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215 | glVertex3f(-0.5f, 0.0f, -0.5f); |
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216 | // glNormal3f(0.0, -1.0, 0.0); |
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217 | |
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218 | glTexCoord2f (1.0, 0.0); |
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219 | glVertex3f(0.5f, 0.0f , -0.5f); |
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220 | // glNormal3f(0.0, -1.0, 0.0); |
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221 | |
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222 | glTexCoord2f (1.0, 1.0); |
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223 | glVertex3f( 0.5f, 0.0f , 0.5f ); |
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224 | // glNormal3f(0.0, -1.0, 0.0); |
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225 | |
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226 | glTexCoord2f (0.0, 1.0); |
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227 | glVertex3f( -0.5f, 0.0f, 0.5f ); |
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228 | // glNormal3f(0.0, -1.0, 0.0); |
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229 | glEnd(); |
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230 | |
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231 | glBegin(GL_QUADS);// -Z |
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232 | glTexCoord2f (0.0, 0.0); |
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233 | glVertex3f(-0.5f, -0.5f, 0.0f); |
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234 | // glNormal3f(0.0, 0.0, -1.0); |
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235 | |
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236 | glTexCoord2f (1.0, 0.0); |
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237 | glVertex3f(0.5f, -0.5f , 0.0f); |
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238 | // glNormal3f(0.0, 0.0, -1.0); |
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239 | |
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240 | glTexCoord2f (1.0, 1.0); |
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241 | glVertex3f( 0.5f, 0.5f , 0.0f ); |
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242 | // glNormal3f(0.0, 0.0, -1.0); |
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243 | |
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244 | glTexCoord2f (0.0, 1.0); |
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245 | glVertex3f( -0.5f, 0.5f, 0.0f ); |
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246 | // glNormal3f(0.0, 0.0, -1.0); |
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247 | glEnd();*/ |
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248 | |
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249 | glPopMatrix(); |
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250 | glPopAttrib(); |
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251 | } |
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252 | |
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253 | /** |
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254 | * |
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255 | */ |
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256 | void TestEntity2::tick (float time) |
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257 | { |
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258 | Player* p = State::getPlayer(); |
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259 | Playable* pl = p->getPlayable(); |
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260 | |
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261 | this->setParent(pl); |
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262 | |
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263 | this->updateAngle(); |
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264 | } |
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265 | |
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266 | |
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267 | |
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268 | |
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269 | |
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270 | |
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