Changeset 10133 in orxonox.OLD for branches/playability
- Timestamp:
- Dec 20, 2006, 7:45:55 PM (18 years ago)
- Location:
- branches/playability/src
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/playability/src/lib/graphics/importer/objModel.cc
r9869 r10133 139 139 } 140 140 // case group 141 else if (!strncmp(buffer, "g ", 2) )141 else if (!strncmp(buffer, "g ", 2) || !strncmp(buffer, "o ", 2)) 142 142 { 143 143 this->addGroup (buffer+2); -
branches/playability/src/world_entities/space_ships/space_ship.cc
r10132 r10133 185 185 186 186 187 this->weaponMan.changeWeaponConfig( 1);187 this->weaponMan.changeWeaponConfig(2); 188 188 this->secWeaponMan.changeWeaponConfig(0); 189 189 … … 282 282 this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); 283 283 284 this->weaponMan.setSlotPosition(4, Vector( -1.5, 0, .5));284 this->weaponMan.setSlotPosition(4, Vector(1.5, 0, .5)); 285 285 this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); 286 286 287 this->weaponMan.setSlotPosition(5, Vector( -1.5, 0, -.5));287 this->weaponMan.setSlotPosition(5, Vector(1.5, 0, -.5)); 288 288 this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); 289 289 -
branches/playability/src/world_entities/weapons/heavy_blaster.cc
r10109 r10133 48 48 // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); 49 49 50 this->loadModel("models/guns/ plasmadriver_#.obj", 1.0);50 this->loadModel("models/guns/fragcannon.obj", .4); 51 51 52 52 … … 68 68 this->prepareProjectiles(5); 69 69 70 this->objComp1 = new PNode; 71 this->objComp2 = new PNode; 72 this->objComp3 = new PNode; 73 this->objComp4 = new PNode; 74 this->objComp5 = new PNode; 75 this->objComp6 = new PNode; 76 77 Animation3D* animB0Shoot = this->getAnimation(WS_SHOOTING, this->objComp1); 78 Animation3D* animB1Shoot = this->getAnimation(WS_SHOOTING, this->objComp2); 79 Animation3D* animB2Shoot = this->getAnimation(WS_SHOOTING, this->objComp3); 80 Animation3D* animT0Shoot = this->getAnimation(WS_SHOOTING, this->objComp4); 81 Animation3D* animT1Shoot = this->getAnimation(WS_SHOOTING, this->objComp5); 82 Animation3D* animT2Shoot = this->getAnimation(WS_SHOOTING, this->objComp6); 83 84 animB0Shoot->setInfinity(ANIM_INF_CONSTANT); 85 animB1Shoot->setInfinity(ANIM_INF_CONSTANT); 86 animB2Shoot->setInfinity(ANIM_INF_CONSTANT); 87 animT0Shoot->setInfinity(ANIM_INF_CONSTANT); 88 animT1Shoot->setInfinity(ANIM_INF_CONSTANT); 89 animT2Shoot->setInfinity(ANIM_INF_CONSTANT); 90 91 animB0Shoot->addKeyFrame(Vector(0.1, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 92 animB0Shoot->addKeyFrame(Vector(-0.1, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 93 animB0Shoot->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); 94 95 animT0Shoot->addKeyFrame(Vector(0.14, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 96 animT0Shoot->addKeyFrame(Vector(-0.14, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 97 animT0Shoot->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); 98 99 animB1Shoot->addKeyFrame(Vector(0.1, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 100 animB1Shoot->addKeyFrame(Vector(-0.1, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 101 animB1Shoot->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); 102 103 animT1Shoot->addKeyFrame(Vector(0.14, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 104 animT1Shoot->addKeyFrame(Vector(-0.14, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 105 animT1Shoot->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); 106 107 animB2Shoot->addKeyFrame(Vector(0.1, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 108 animB2Shoot->addKeyFrame(Vector(-0.1, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 109 animB2Shoot->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); 110 111 animT2Shoot->addKeyFrame(Vector(0.14, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 112 animT2Shoot->addKeyFrame(Vector(-0.14, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 113 animT2Shoot->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_NULL); 114 70 115 Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); 71 116 Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this); … … 121 166 void HeavyBlaster::draw() const 122 167 { 123 } 168 glMatrixMode(GL_MODELVIEW); 169 glPushMatrix(); 170 glTranslatef (this->getAbsCoor ().x, 171 this->getAbsCoor ().y, 172 this->getAbsCoor ().z); 173 174 static_cast<StaticModel*>(this->getModel())->draw(6); 175 176 glPushMatrix(); 177 glTranslatef (this->objComp1->getAbsCoor().x, this->objComp1->getAbsCoor().y, this->objComp1->getAbsCoor().z); 178 static_cast<StaticModel*>(this->getModel())->draw(1); 179 static_cast<StaticModel*>(this->getModel())->draw(2); 180 static_cast<StaticModel*>(this->getModel())->draw(0); 181 glPopMatrix(); 182 /* 183 glPushMatrix(); 184 glTranslatef (this->objComp2->getAbsCoor().x, this->objComp2->getAbsCoor().y, this->objComp2->getAbsCoor().z); 185 static_cast<StaticModel*>(this->getModel())->draw(2); 186 glPopMatrix(); 187 188 glPushMatrix(); 189 glTranslatef (this->objComp3->getAbsCoor().x, this->objComp3->getAbsCoor().y, this->objComp3->getAbsCoor().z); 190 static_cast<StaticModel*>(this->getModel())->draw(0); 191 glPopMatrix();*/ 192 /* 193 glTranslatef (this->objComp4->getAbsCoor().x, this->objComp4->getAbsCoor().y, this->objComp4->getAbsCoor().z); 194 static_cast<StaticModel*>(this->getModel())->draw(4); 195 static_cast<StaticModel*>(this->getModel())->draw(5); 196 static_cast<StaticModel*>(this->getModel())->draw(3); 197 glPopMatrix();*/ 198 /* 199 glPushMatrix(); 200 glTranslatef (this->objComp5->getAbsCoor().x, this->objComp5->getAbsCoor().y, this->objComp5->getAbsCoor().z); 201 static_cast<StaticModel*>(this->getModel())->draw(5); 202 glPopMatrix(); 203 204 glPushMatrix(); 205 glTranslatef (this->objComp6->getAbsCoor().x, this->objComp6->getAbsCoor().y, this->objComp6->getAbsCoor().z); 206 static_cast<StaticModel*>(this->getModel())->draw(3); 207 glPopMatrix();*/ 208 209 glPopMatrix(); 210 } -
branches/playability/src/world_entities/weapons/heavy_blaster.h
r9998 r10133 28 28 virtual void draw() const; 29 29 30 private: 31 PNode* objComp1; 32 PNode* objComp2; 33 PNode* objComp3; 34 PNode* objComp4; 35 PNode* objComp5; 36 PNode* objComp6; 30 37 }; 31 38
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