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source: orxonox.OLD/orxonox/trunk/src/world_entities/primitive.cc @ 3651

Last change on this file since 3651 was 3649, checked in by patrick, 20 years ago

orxonox/trunk: tuning orxonox via benchmarking, virt. inline functions can't be inline unless used in a very spec way

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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:
16*/
17
18
19#include "primitive.h"
20
21#include "stdincl.h"
22#include "world_entity.h"
23#include "objModel.h"
24#include "vector.h"
25
26using namespace std;
27
28
29
30/**
31   \brief standard constructor
32*/
33Primitive::Primitive (pForm form) : WorldEntity()
34{
35  this->form = form;
36  this->size = 0.2f;
37  this->segments = 6;
38  this->object = gluNewQuadric();
39 
40  gluQuadricNormals(this->object, GLU_SMOOTH); 
41  gluQuadricTexture(this->object, GL_TRUE);
42 
43  this->material = new Material("Sphere");
44  this->material->setIllum(3);
45  this->material->setAmbient(1, .5, 1);
46}
47
48
49/**
50   \brief standard deconstructor
51*/
52Primitive::~Primitive () 
53{
54  delete this->material;
55  free(this->object);
56}
57 
58
59/**
60   \brief sets the form of the primitive body
61   \param form (enumeration) from pForm
62*/
63void Primitive::setForm(pForm form)
64{
65  this->form = form;
66}
67
68
69/**
70   \brief sets the size of the body
71   \param size from [0..1]
72*/
73void Primitive::setSize(float size)
74{
75  if( size < 0 || size > 1)
76    {
77      PRINTF(1)("size must be value between 0 and 1 [0..1]. resetting it to 1\n");
78      size = 1.0;
79    }
80  this->size = size;
81}
82
83
84/**
85   \brief set number of segments
86   \param segment count
87
88   the more segments the body has, the smoother it seems. This function makes only
89   sense with speres and cylinders, cubes have constant number of segments :)
90*/
91void Primitive::setSegments(int segments)
92{
93  if( segments <= 0)
94    {
95      PRINTF(1)("number of segments must be more than 0! not setting segment number\n");
96    }
97  this->segments = segments;
98}
99
100/**
101   \brief stets the material
102   \param material to be set
103*/
104void Primitive::setMaterial(Material* material)
105{
106  if( material == NULL)
107    {
108      PRINTF(1)("material reference is NULL, returning without modifications\n");
109      return;
110    }
111  this->material = material;
112}
113
114
115/**
116   \brief sets the texture name
117   \param path to the texture
118
119   eg: name could have following value: "../data/pictures/load_screen.jpg"
120*/
121void Primitive::setTexture(char* name)
122{
123  if( name == NULL )
124    {
125      PRINTF(1)("texture char reference is NULL, returning without modifications\n");
126      return;
127    }
128  this->textureName = name;
129  this->material->setDiffuseMap( name);
130}
131
132
133/**
134   \brief called, when the object gets hit
135   \param other object, that hits it
136   \param location of impact
137*/
138void Primitive::hit (WorldEntity* weapon, Vector* loc) {}
139
140
141/**
142   \brief object collides
143*/
144void Primitive::collide (WorldEntity* other,  Uint32 ownhitflags, Uint32 otherhitflags) {}
145
146
147/**
148   \brief tick singal put everything here, that is timedependent
149   \param time in sec
150*/
151inline void Primitive::tick (float time) 
152{
153  // Vector v(0.0, 0.0, 1.0);
154  // Quaternion q(10.0, v);
155  // this->setRelDir(&(this->relDirection * q));
156}
157
158/**
159   \brief drawing function of the object
160*/
161inline void Primitive::draw () 
162{
163  glMatrixMode(GL_MODELVIEW);
164  glPushMatrix();
165
166  float matrix[4][4];
167  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
168  //rotate
169  //this->getAbsDir().matrix (matrix);
170  //glMultMatrixf((float*)matrix);
171  this->material->select();
172 
173  switch( this->form)
174    {
175    case P_SPHERE:
176      gluSphere(this->object, this->size, this->segments, this->segments);
177      break;
178    case P_CUBE:
179      this->glDrawCube();
180      break;
181    case P_CYLINDER:
182      gluCylinder(this->object, this->size, this->size, this->size * 2, this->segments, this->segments);
183      break;
184    case P_DISK:
185      gluDisk(this->object, this->size, 2, this->segments, this->segments);
186      break;
187    default:
188      break;
189    }
190
191  glPopMatrix();
192}
193
194
195void Primitive::glDrawCube()                           
196{
197  glBegin(GL_QUADS);                   
198  glNormal3f( 0.0f, 0.0f, 1.0f);       
199  glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
200  glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
201  glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
202  glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
203
204  glNormal3f( 0.0f, 0.0f,-1.0f);       
205  glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
206  glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
207  glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
208  glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
209
210  glNormal3f( 0.0f, 1.0f, 0.0f);       
211  glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
212  glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
213  glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
214  glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
215
216  glNormal3f( 0.0f,-1.0f, 0.0f);
217  glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
218  glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
219  glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
220  glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
221
222  glNormal3f( 1.0f, 0.0f, 0.0f);
223  glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
224  glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
225  glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
226  glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
227
228  glNormal3f(-1.0f, 0.0f, 0.0f);
229  glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
230  glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
231  glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
232  glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
233  glEnd();
234}
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