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source: orxonox.OLD/orxonox/trunk/src/world_entities/projectile.cc @ 4371

Last change on this file since 4371 was 4322, checked in by patrick, 20 years ago

now the objectmanagment works smoothly with the garbage collection: shoots (projectiles) are now precached (100 pieces) used from this pool and recyled :)

File size: 3.1 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:
16*/
17
18
19#include "projectile.h"
20
21#include "world_entity.h"
22#include "weapon.h"
23#include "null_parent.h"
24#include "model.h"
25#include "vector.h"
26
27using namespace std;
28
29
30/**
31   \brief standard constructor
32*/
33Projectile::Projectile (Weapon* weapon) : WorldEntity()
34{
35  this->setClassID(CL_PROJECTILE, "Projectile");
36  this->weapon = weapon;
37  this->flightDirection = NULL;
38  this->currentLifeTime = 0.0f;
39  this->ttl = 0.75f; /* sec */
40  this->speed = 2.0f;
41}
42
43
44/**
45   \brief standard deconstructor
46*/
47Projectile::~Projectile () 
48{
49  /*
50     do not delete the test projectModel, since it is pnode
51     and will be cleaned out by world
52  */
53  //delete this->projectileModel;
54}
55
56
57/**
58   \brief this sets the flight direction of the projectile
59   \param directin in which to flight
60
61   this function will calculate a vector out of this to be used in the
62   tick function
63*/
64void Projectile::setFlightDirection(Quaternion flightDirection)
65{
66  if( this->flightDirection == NULL)
67    this->flightDirection = new Vector();
68  Vector v(1, 0, 0);
69  *this->flightDirection = flightDirection.apply(v);
70  this->flightDirection->normalize();
71}
72
73
74/**
75   \brief this sets the time to life of the projectile
76   \param ttl in second
77
78   after this life time, the projectile will garbage collect itself
79*/
80void Projectile::setTTL(float ttl)
81{
82  this->ttl = ttl;
83}
84
85
86/**
87   \brief sets the speed of the projectile
88*/
89void Projectile::setSpeed(float speed)
90{
91  this->speed = speed * 3; /* fix speed settings */
92  PRINTF(4)("Projectile::setting speed to: %f\n", this->speed);
93}
94
95/**
96   \brief signal tick, time dependent things will be handled here
97   \param time since last tick
98*/
99void Projectile::tick (float time) 
100{
101  Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.7);
102  this->shiftCoor(v);
103
104  this->currentLifeTime += time;
105  if( this->ttl < this->currentLifeTime)
106    {
107      PRINTF(5)("FINALIZE==========================\n");
108      PRINTF(5)("current life time is: %f/%f\n", this->currentLifeTime, this->ttl);
109      PRINTF(5)("FINALIZE===========================\n");
110      this->finalize();
111      this->currentLifeTime = 0.0f;
112    }
113}
114
115/**
116   \brief the projectile gets hit by another entity
117   \param the other entity
118   \param place where it is hit
119*/
120void Projectile::hit (WorldEntity* entity, Vector* place) 
121{}
122
123
124/**
125   \brief the function gets called, when the projectile is destroyed
126*/
127void Projectile::destroy () 
128{}
129
130
131void Projectile::draw () 
132{
133  glMatrixMode(GL_MODELVIEW);
134  glPushMatrix();
135
136  float matrix[4][4]; 
137  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
138  this->getAbsDir().matrix (matrix);
139  glMultMatrixf((float*)matrix); 
140  this->model->draw();
141
142  glPopMatrix();
143}
144
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