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Ignore:
Timestamp:
Dec 20, 2006, 7:45:55 PM (18 years ago)
Author:
nicolasc
Message:

animation in heavy blaster

File:
1 edited

Legend:

Unmodified
Added
Removed
  • branches/playability/src/world_entities/weapons/heavy_blaster.cc

    r10109 r10133  
    4848//  this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN);
    4949
    50   this->loadModel("models/guns/plasmadriver_#.obj", 1.0);
     50  this->loadModel("models/guns/fragcannon.obj", .4);
    5151 
    5252
     
    6868  this->prepareProjectiles(5);
    6969
     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
    70115  Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this);
    71116  Animation3D* animation3 = this->getAnimation(WS_DEACTIVATING, this);
     
    121166void HeavyBlaster::draw() const
    122167{
    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}
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