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source: orxonox.OLD/trunk/src/world_entities/world_entity.cc @ 5227

Last change on this file since 5227 was 5213, checked in by bensch, 19 years ago

orxonox/trunk: removed the Collision-detection, to be faster with Valgrind.
@patrick: to revert this change do a:
svn merge -r 5213:5212 . .
in the trunk

File size: 5.9 KB
Line 
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: Christian Meyer
16*/
17
18#include <iostream>
19
20#include "world_entity.h"
21#include "shell_command.h"
22
23#include "resource_manager.h"
24#include "load_param.h"
25#include "list.h"
26#include "vector.h"
27#include "obb_tree.h"
28
29using namespace std;
30
31SHELL_COMMAND(model, WorldEntity, loadModel)
32    ->describe("sets the Model of the WorldEntity")
33    ->defaultValues(1, "models/ships/reaplow.obj");
34
35
36/**
37 *  Loads the WordEntity-specific Part of any derived Class
38*/
39WorldEntity::WorldEntity(const TiXmlElement* root)
40{
41  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
42
43  this->model = NULL;
44  this->obbTree = NULL;
45
46  if (root)
47    this->loadParams(root);
48
49  this->setVisibiliy(true);
50}
51
52/**
53 *  standard destructor
54*/
55WorldEntity::~WorldEntity ()
56{
57  // if( collisioncluster != NULL) delete collisioncluster;
58  if (this->model)
59    ResourceManager::getInstance()->unload(this->model);
60  if( this->obbTree)
61    delete this->obbTree;
62}
63
64void WorldEntity::loadParams(const TiXmlElement* root)
65{
66  static_cast<PNode*>(this)->loadParams(root);
67  // Model Loading
68  LoadParam<WorldEntity>(root, "model", this, &WorldEntity::loadModel)
69    .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)") ;
70}
71
72/**
73 * loads a Model onto a WorldEntity
74 * @param fileName the name of the model to load
75 * @param scaling the Scaling of the model
76*/
77void WorldEntity::loadModelWithScale(const char* fileName, float scaling)
78{
79  if (this->model)
80    ResourceManager::getInstance()->unload(this->model, RP_LEVEL);
81  if (fileName != NULL)
82  {
83    PRINTF(4)("fetching %s\n", fileName);
84    if (scaling == 1.0)
85      this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN);
86    else
87      this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling);
88
89    this->buildObbTree(4);
90  }
91  else
92    this->model = NULL;
93}
94
95/**
96 * builds the obb-tree
97 * @param depth the depth to calculate
98 */
99bool WorldEntity::buildObbTree(unsigned int depth)
100{
101//   if (this->obbTree)
102//     delete this->obbTree;
103//
104//   if (this->model)
105//   {
106//     PRINTF(4)("creating obb tree\n");
107//     this->obbTree = new OBBTree(depth, (sVec3D*)this->model->getVertexArray(), this->model->getVertexCount());
108//     return true;
109//   }
110//   else
111//   {
112//     PRINTF(2)("could not create obb-tree, because no model was loaded yet\n");
113//     this->obbTree = NULL;
114//     return false;
115//  }
116}
117
118
119/**
120 * sets the character attributes of a worldentity
121 * @param character attributes
122 *
123 * these attributes don't have to be set, only use them, if you need them
124*/
125void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
126{}
127
128
129/**
130 * gets the Character attributes of this worldentity
131 * @returns character attributes
132*/
133CharacterAttributes* WorldEntity::getCharacterAttributes()
134{}
135
136
137/**
138 *  this function is called, when two entities collide
139 * @param entity: the world entity with whom it collides
140 *
141 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
142 */
143void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
144{
145  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
146}
147
148/**
149 *  this function is called, when the ship is hit by a waepon
150 * @param weapon: the laser/rocket/shoot that hits.
151 * @param loc: place where it is hit
152 *
153 * calculate the damage depending
154*/
155void WorldEntity::hit(WorldEntity* weapon, Vector* loc) {}
156
157
158/**
159 *  this is called immediately after the Entity has been constructed and initialized
160 *
161 * Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here.
162 * DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted.
163*/
164void WorldEntity::postSpawn ()
165{
166}
167
168
169/**
170 *  this method is called by the world if the WorldEntity leaves valid gamespace
171 *
172 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
173 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
174*/
175void WorldEntity::leftWorld ()
176{
177}
178
179
180/**
181 *  this method is called every frame
182 * @param time: the time in seconds that has passed since the last tick
183 *
184 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
185*/
186void WorldEntity::tick(float time)
187{
188}
189
190/**
191 *  the entity is drawn onto the screen with this function
192 *
193 * This is a central function of an entity: call it to let the entity painted to the screen.
194 * Just override this function with whatever you want to be drawn.
195*/
196void WorldEntity::draw()
197{
198  glMatrixMode(GL_MODELVIEW);
199  glPushMatrix();
200  float matrix[4][4];
201
202  /* translate */
203  glTranslatef (this->getAbsCoor ().x,
204                this->getAbsCoor ().y,
205                this->getAbsCoor ().z);
206  /* rotate */
207  this->getAbsDir ().matrix (matrix);
208  glMultMatrixf((float*)matrix);
209
210  if (this->model)
211    this->model->draw();
212  glPopMatrix();
213}
214
215
216void WorldEntity::drawBVTree(int depth, int drawMode)
217{
218  glMatrixMode(GL_MODELVIEW);
219  glPushMatrix();
220  /* translate */
221  glTranslatef (this->getAbsCoor ().x,
222                this->getAbsCoor ().y,
223                this->getAbsCoor ().z);
224  /* rotate */
225  Vector tmpRot = this->getAbsDir().getSpacialAxis();
226  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
227
228  if (this->obbTree)
229    this->obbTree->drawBV(depth, drawMode);
230  glPopMatrix();
231}
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