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source: orxonox.OLD/branches/powerups/src/world_entities/world_entity.cc @ 5955

Last change on this file since 5955 was 5708, checked in by bensch, 19 years ago

orxonox/trunk: newer data-revision

File size: 6.2 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: Christian Meyer
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "world_entity.h"
20#include "shell_command.h"
21
22#include "model.h"
23#include "resource_manager.h"
24#include "load_param.h"
25#include "list.h"
26#include "vector.h"
27#include "obb_tree.h"
28
29using namespace std;
30
31SHELL_COMMAND(model, WorldEntity, loadModel)
32    ->describe("sets the Model of the WorldEntity")
33    ->defaultValues(2, "models/ships/fighter.obj", 1.0);
34
35
36/**
37 *  Loads the WordEntity-specific Part of any derived Class
38 *
39 * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves,
40 *              that can calls WorldEntities loadParams for itself.
41 */
42WorldEntity::WorldEntity(const TiXmlElement* root)
43{
44  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
45
46  this->model = NULL;
47  this->obbTree = NULL;
48
49  if (root)
50    this->loadParams(root);
51
52  this->setVisibiliy(true);
53}
54
55/**
56 *  standard destructor
57*/
58WorldEntity::~WorldEntity ()
59{
60  // Delete the model (unregister it with the ResourceManager)
61  if (likely(this->model != NULL))
62    ResourceManager::getInstance()->unload(this->model);
63  // Delete the obbTree
64  if( this->obbTree != NULL)
65    delete this->obbTree;
66}
67
68/**
69 * loads the WorldEntity Specific Parameters.
70 * @param root: the XML-Element to load the Data From
71 */
72void WorldEntity::loadParams(const TiXmlElement* root)
73{
74  // Do the PNode loading stuff
75  static_cast<PNode*>(this)->loadParams(root);
76
77  // Model Loading
78  LoadParam(root, "model", this, WorldEntity, loadModel)
79      .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)")
80      .defaultValues(2, NULL, 1.0f);
81
82}
83
84/**
85 * loads a Model onto a WorldEntity
86 * @param fileName the name of the model to load
87 * @param scaling the Scaling of the model
88 *
89 * @todo fix this, so it only has one loadModel-Function.
90*/
91void WorldEntity::loadModel(const char* fileName, float scaling)
92{
93  if (this->model)
94    ResourceManager::getInstance()->unload(this->model, RP_LEVEL);
95  if (fileName != NULL)
96  {
97    PRINTF(4)("fetching %s\n", fileName);
98    if (scaling == 1.0)
99      this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN);
100    else
101      this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling);
102
103    this->buildObbTree(4);
104  }
105  else
106    this->model = NULL;
107}
108
109/**
110 * builds the obb-tree
111 * @param depth the depth to calculate
112 */
113bool WorldEntity::buildObbTree(unsigned int depth)
114{
115  if (this->obbTree)
116    delete this->obbTree;
117
118  if (this->model != NULL)
119  {
120    PRINTF(4)("creating obb tree\n");
121
122
123    this->obbTree = new OBBTree(depth, (sVec3D*)this->model->getVertexArray(), this->model->getVertexCount());
124    return true;
125  }
126  else
127  {
128    PRINTF(2)("could not create obb-tree, because no model was loaded yet\n");
129    this->obbTree = NULL;
130    return false;
131  }
132}
133
134
135/**
136 * sets the character attributes of a worldentity
137 * @param character attributes
138 *
139 * these attributes don't have to be set, only use them, if you need them
140*/
141//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
142//{}
143
144
145/**
146 *  this function is called, when two entities collide
147 * @param entity: the world entity with whom it collides
148 *
149 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
150 */
151void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
152{
153  /**
154   * THIS IS A DEFAULT COLLISION-Effect.
155   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
156   * USE::
157   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
158   *
159   * You can always define a default Action.... don't be affraid just test it :)
160   */
161//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
162}
163
164
165/**
166 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
167 *
168 */
169void WorldEntity::postSpawn ()
170{
171}
172
173
174/**
175 *  this method is called by the world if the WorldEntity leaves valid gamespace
176 *
177 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
178 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
179 *
180 * NOT YET IMPLEMENTED
181 */
182void WorldEntity::leftWorld ()
183{
184}
185
186
187/**
188 *  this method is called every frame
189 * @param time: the time in seconds that has passed since the last tick
190 *
191 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
192*/
193void WorldEntity::tick(float time)
194{
195}
196
197
198/**
199 *  the entity is drawn onto the screen with this function
200 *
201 * This is a central function of an entity: call it to let the entity painted to the screen.
202 * Just override this function with whatever you want to be drawn.
203*/
204void WorldEntity::draw() const
205{
206  glMatrixMode(GL_MODELVIEW);
207  glPushMatrix();
208  float matrix[4][4];
209
210  /* translate */
211  glTranslatef (this->getAbsCoor ().x,
212                this->getAbsCoor ().y,
213                this->getAbsCoor ().z);
214  /* rotate */ // FIXME: devise a new Way to rotate this
215  this->getAbsDir ().matrix (matrix);
216  glMultMatrixf((float*)matrix);
217
218  if (this->model)
219    this->model->draw();
220  glPopMatrix();
221}
222
223/**
224 * DEBUG-DRAW OF THE BV-Tree.
225 * @param depth What depth to draw
226 * @param drawMode the mode to draw this entity under
227 */
228void WorldEntity::drawBVTree(unsigned int depth, int drawMode) const
229{
230  glMatrixMode(GL_MODELVIEW);
231  glPushMatrix();
232  /* translate */
233  glTranslatef (this->getAbsCoor ().x,
234                this->getAbsCoor ().y,
235                this->getAbsCoor ().z);
236  /* rotate */
237  Vector tmpRot = this->getAbsDir().getSpacialAxis();
238  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
239
240  if (this->obbTree)
241    this->obbTree->drawBV(depth, drawMode);
242  glPopMatrix();
243}
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