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