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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/projectile.cc @ 4974

Last change on this file since 4974 was 4955, checked in by bensch, 19 years ago

orxonox/trunk: extemely stupid aiming, but it works. Had to fix quite a few bugs in the process.

File size: 2.8 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
27#include "garbage_collector.h"
28
29using namespace std;
30
31
32/**
33 *  standard constructor
34*/
35Projectile::Projectile () : WorldEntity()
36{
37  this->setClassID(CL_PROJECTILE, "Projectile");
38
39  this->lifeCycle = 0.0;
40  this->lifeSpan = 0.75f; /* sec */
41}
42
43
44/**
45 *  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
57void Projectile::setEnergies(float energyMin, float energyMax)
58{
59  this->energyMin = energyMin;
60  if (energyMax <= energyMin)
61  {
62    this->bChargeable = false;
63    this->energyMax = energyMin;
64  }
65  else
66  {
67    this->bChargeable = true;
68    this->energyMax = energyMax;
69  }
70}
71
72
73/**
74 *  this sets the flight direction of the projectile
75 * @param directin in which to flight
76
77   this function will calculate a vector out of this to be used in the
78   tick function
79*/
80void Projectile::setFlightDirection(const Quaternion& flightDirection)
81{
82  Vector v(1, 0, 0);
83  this->flightDirection = flightDirection.apply(v);
84  this->flightDirection.normalize();
85}
86
87/**
88 *  sets the velocity vector to a spec speed
89 * @param velocity: vector of the velocity
90*/
91void Projectile::setVelocity(const Vector &velocity)
92{
93  //Vector offsetVel =
94  this->velocity = velocity;
95 // offsetVel.normalize();
96  //this->velocity += (offsetVel * 50.0);
97}
98
99/**
100 * signal tick, time dependent things will be handled here
101 * @param time since last tick
102*/
103void Projectile::tick (float time)
104{
105  Vector v = this->velocity * (time);
106  this->shiftCoor(v);
107
108  this->lifeCycle += time/this->lifeSpan;
109  if( this->lifeCycle >= 1)
110  {
111    PRINTF(5)("FINALIZE==========================\n");
112    PRINTF(5)("current life cycle is: %f\n", this->lifeCycle);
113    PRINTF(5)("FINALIZE===========================\n");
114    //this->finalize();
115    GarbageCollector::getInstance()->collect(this);
116  }
117}
118
119
120/**
121 *  the function gets called, when the projectile is destroyed
122*/
123void Projectile::destroy ()
124{}
125
126
127void Projectile::draw ()
128{
129  glMatrixMode(GL_MODELVIEW);
130  glPushMatrix();
131
132  float matrix[4][4];
133  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
134  this->getAbsDir().matrix (matrix);
135  glMultMatrixf((float*)matrix);
136  this->model->draw();
137
138  glPopMatrix();
139}
140
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