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source: orxonox.OLD/trunk/src/world_entities/world_entity.cc @ 5653

Last change on this file since 5653 was 5652, checked in by bensch, 19 years ago

orxonox/trunk: new LoadParam procedure with all NON-cycling load-options, and it works perfectly (on first sight :))

now going to make the same for cycling LoadOptions

File size: 6.2 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: Christian Meyer
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "world_entity.h"
20#include "shell_command.h"
21
22#include "model.h"
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(2, "models/ships/fighter.obj", 1.0);
34
35
36/**
37 *  Loads the WordEntity-specific Part of any derived Class
38 *
39 * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves,
40 *              that can calls WorldEntities loadParams for itself.
41 */
42WorldEntity::WorldEntity(const TiXmlElement* root)
43{
44  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
45
46  this->model = NULL;
47  this->obbTree = NULL;
48
49  if (root)
50    this->loadParams(root);
51
52  this->setVisibiliy(true);
53}
54
55/**
56 *  standard destructor
57*/
58WorldEntity::~WorldEntity ()
59{
60  // Delete the model (unregister it with the ResourceManager)
61  if (likely(this->model != NULL))
62    ResourceManager::getInstance()->unload(this->model);
63  // Delete the obbTree
64  if( this->obbTree != NULL)
65    delete this->obbTree;
66}
67
68/**
69 * loads the WorldEntity Specific Parameters.
70 * @param root: the XML-Element to load the Data From
71 */
72void WorldEntity::loadParams(const TiXmlElement* root)
73{
74  // Do the PNode loading stuff
75  static_cast<PNode*>(this)->loadParams(root);
76
77  // Model Loading
78  LoadParamNEW(root, "model", this, WorldEntity, loadModel)
79      .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)")
80      ->defaultValues(2, NULL, 1.0f);
81
82}
83
84/**
85 * loads a Model onto a WorldEntity
86 * @param fileName the name of the model to load
87 * @param scaling the Scaling of the model
88 *
89 * @todo fix this, so it only has one loadModel-Function.
90*/
91void WorldEntity::loadModel(const char* fileName, float scaling)
92{
93  if (this->model)
94    ResourceManager::getInstance()->unload(this->model, RP_LEVEL);
95  if (fileName != NULL)
96  {
97    PRINTF(4)("fetching %s\n", fileName);
98    if (scaling == 1.0)
99      this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN);
100    else
101      this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling);
102
103    this->buildObbTree(4);
104  }
105  else
106    this->model = NULL;
107}
108
109/**
110 * builds the obb-tree
111 * @param depth the depth to calculate
112 */
113bool WorldEntity::buildObbTree(unsigned int depth)
114{
115  if (this->obbTree)
116    delete this->obbTree;
117
118  if (this->model != NULL)
119  {
120    PRINTF(4)("creating obb tree\n");
121    this->obbTree = new OBBTree(depth, (sVec3D*)this->model->getVertexArray(), this->model->getVertexCount());
122    return true;
123  }
124  else
125  {
126    PRINTF(2)("could not create obb-tree, because no model was loaded yet\n");
127    this->obbTree = NULL;
128    return false;
129  }
130}
131
132
133/**
134 * sets the character attributes of a worldentity
135 * @param character attributes
136 *
137 * these attributes don't have to be set, only use them, if you need them
138*/
139//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
140//{}
141
142
143/**
144 *  this function is called, when two entities collide
145 * @param entity: the world entity with whom it collides
146 *
147 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
148 */
149void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
150{
151  /**
152   * THIS IS A DEFAULT COLLISION-Effect.
153   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
154   * USE::
155   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
156   *
157   * You can always define a default Action.... don't be affraid just test it :)
158   */
159//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
160}
161
162
163/**
164 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
165 *
166 */
167void WorldEntity::postSpawn ()
168{
169}
170
171
172/**
173 *  this method is called by the world if the WorldEntity leaves valid gamespace
174 *
175 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
176 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
177 *
178 * NOT YET IMPLEMENTED
179 */
180void WorldEntity::leftWorld ()
181{
182}
183
184
185/**
186 *  this method is called every frame
187 * @param time: the time in seconds that has passed since the last tick
188 *
189 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
190*/
191void WorldEntity::tick(float time)
192{
193}
194
195
196/**
197 *  the entity is drawn onto the screen with this function
198 *
199 * This is a central function of an entity: call it to let the entity painted to the screen.
200 * Just override this function with whatever you want to be drawn.
201*/
202void WorldEntity::draw() const
203{
204  glMatrixMode(GL_MODELVIEW);
205  glPushMatrix();
206  float matrix[4][4];
207
208  /* translate */
209  glTranslatef (this->getAbsCoor ().x,
210                this->getAbsCoor ().y,
211                this->getAbsCoor ().z);
212  /* rotate */ // FIXME: devise a new Way to rotate this
213  this->getAbsDir ().matrix (matrix);
214  glMultMatrixf((float*)matrix);
215
216  if (this->model)
217    this->model->draw();
218  glPopMatrix();
219}
220
221/**
222 * DEBUG-DRAW OF THE BV-Tree.
223 * @param depth What depth to draw
224 * @param drawMode the mode to draw this entity under
225 */
226void WorldEntity::drawBVTree(unsigned int depth, int drawMode) const
227{
228  glMatrixMode(GL_MODELVIEW);
229  glPushMatrix();
230  /* translate */
231  glTranslatef (this->getAbsCoor ().x,
232                this->getAbsCoor ().y,
233                this->getAbsCoor ().z);
234  /* rotate */
235  Vector tmpRot = this->getAbsDir().getSpacialAxis();
236  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
237
238  if (this->obbTree)
239    this->obbTree->drawBV(depth, drawMode);
240  glPopMatrix();
241}
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