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source: orxonox.OLD/orxonox/branches/levelloader/src/world_entities/environment.cc @ 3715

Last change on this file since 3715 was 3605, checked in by bensch, 20 years ago

orxonox/trunk: merged trunk back to levelloader
merged with command:
svn merge -r 3499:HEAD trunk branches/levelloader

Conflicts in
C track_manager.h
C world_entities/player.cc
C world_entities/player.h
C world_entities/environment.h
C lib/coord/p_node.cc
C defs/debug.h
C track_manager.cc
C story_entities/campaign.h

solved in merge-favouring. It was quite easy because Chris only worked on the headers, and he didi it quite clean. Thats the spirit :)

Conflits in world.cc are a MESS: fix it

File size: 2.7 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
18
19#include "environment.h"
20#include "stdincl.h"
21#include "world_entity.h"
22#include "vector.h"
23#include "objModel.h"
24
25using namespace std;
26
27
28CREATE_FACTORY(Environment);
29
30Environment::Environment () : WorldEntity()
31{
32  this->model = new OBJModel("../data/models/fighter.obj");
33}
34
35Environment::Environment ( TiXmlElement* root)
36{
37        assert( root != NULL);
38       
39        char* temp;
40        const char* string = grabParameter( root, "name");
41
42        if( string == NULL)
43        {
44                PRINTF0("Environment is missing a proper 'name'\n");
45                string = "Unknown";
46                this->setName( string);
47        }
48        else
49        {
50                this->setName( string);
51        }
52       
53        this->model = NULL;
54        string = grabParameter( root, "model");
55        if( string != NULL)
56                this->model = new OBJModel( string);
57        else
58        {
59                PRINTF0("Environment is missing a proper 'model'\n");
60                this->model = new OBJModel( "../data/models/reaplow.obj");
61        }
62        if( this->model == NULL)
63        {
64                PRINTF0("Environment model '%s' could not be loaded\n", string);
65        }
66       
67        double buff[3];
68       
69        string = grabParameter( root, "position");
70        if( string != NULL && sscanf( string, "%lf,%lf,%lf", &(buff[0]), &(buff[1]), &(buff[2])) == 3)
71        {
72                Vector* es = new Vector( buff[0], buff[1], buff[2]);
73                this->setAbsCoor(es);
74                delete es;
75        }
76        else
77        {
78                PRINTF0("Environment is missing a proper 'position'\n");
79                Vector* es = new Vector();
80                this->setAbsCoor(es);
81                delete es;
82        }
83               
84        string = grabParameter( root, "orientation");
85        if( string != NULL && sscanf( string, "%lf,%lf,%lf", &(buff[0]), &(buff[1]), &(buff[2])) == 3)
86        {
87                Quaternion* qs = new Quaternion( buff[0], buff[1], buff[2]);
88                this->setAbsDir(qs);
89                delete qs;
90        }
91        else
92        {
93                PRINTF0("Environment is missing a proper 'orientation'\n");
94        Quaternion* qs = new Quaternion ();
95                this->setAbsDir(qs);
96                delete qs;
97        }
98}
99
100Environment::~Environment () 
101{
102
103}
104
105void Environment::tick (float time) {}
106
107void Environment::hit (WorldEntity* weapon, Vector* loc) {}
108
109void Environment::destroy () {}
110
111void Environment::collide (WorldEntity* other,  Uint32 ownhitflags, Uint32 otherhitflags) {}
112
113void Environment::draw () 
114{
115  glMatrixMode(GL_MODELVIEW);
116  glPushMatrix();
117  float matrix[4][4];
118 
119  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
120  //rotate
121  this->getAbsDir().matrix (matrix);
122  glMultMatrixf((float*)matrix);
123 
124  this->model->draw();
125
126  glPopMatrix();
127}
128
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