1 | |
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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 "test_entity.h" |
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20 | #include "stdincl.h" |
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21 | #include "model.h" |
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22 | #include "md2Model.h" |
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23 | #include "obb_tree.h" |
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24 | |
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25 | using namespace std; |
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26 | |
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27 | |
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28 | |
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29 | TestEntity::TestEntity () : WorldEntity(), PhysicsInterface(this) |
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30 | { |
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31 | this->setClassID(CL_TEST_ENTITY, "TestEntity"); |
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32 | |
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33 | this->md2Model = new MD2Model("models/tris.md2", "models/tris.pcx"); |
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34 | this->obbTree = new OBBTree(4, (sVec3D*)this->md2Model->data->pVertices, this->md2Model->data->numVertices); |
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35 | this->md2Model->debug(); |
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36 | } |
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37 | |
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38 | |
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39 | TestEntity::~TestEntity () |
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40 | { |
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41 | delete this->md2Model; |
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42 | } |
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43 | |
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44 | |
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45 | void TestEntity::setAnim(int animationIndex) |
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46 | { |
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47 | this->md2Model->setAnim(animationIndex); |
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48 | } |
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49 | |
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50 | |
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51 | void TestEntity::tick (float time) |
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52 | { |
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53 | this->md2Model->tick(time); |
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54 | } |
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55 | |
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56 | |
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57 | void TestEntity::hit (WorldEntity* weapon, Vector* loc) {} |
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58 | |
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59 | |
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60 | void TestEntity::destroy () {} |
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61 | |
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62 | |
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63 | void TestEntity::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {} |
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64 | |
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65 | |
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66 | void TestEntity::draw () |
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67 | { |
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68 | glMatrixMode(GL_MODELVIEW); |
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69 | glPushMatrix(); |
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70 | float matrix[4][4]; |
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71 | |
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72 | |
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73 | glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); |
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74 | this->getAbsDir().matrix (matrix); |
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75 | glMultMatrixf((float*)matrix); |
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76 | this->md2Model->draw(); |
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77 | |
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78 | |
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79 | glPopMatrix(); |
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80 | } |
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81 | |
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