Changeset 3993 in orxonox.OLD for orxonox/trunk
- Timestamp:
- Apr 27, 2005, 12:12:28 PM (20 years ago)
- Location:
- orxonox/trunk/src
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/story_entities/world.cc
r3986 r3993 201 201 wi->init(this); 202 202 this->garbageCollector = GarbageCollector::getInstance(); 203 this->trackManager = TrackManager::getInstance(); 204 this->lightMan = LightManager::getInstance(); 205 this->nullParent = NullParent::getInstance (); 206 this->nullParent->setName ("NullParent"); 207 203 208 } 204 209 … … 215 220 this->glmis->step(); 216 221 // initializing the TrackManager 217 trackManager = TrackManager::getInstance(); 222 218 223 //trackManager->addPoint(Vector(0,0,0)); 219 224 trackManager->addPoint(Vector(150, -35, 5)); … … 277 282 278 283 // LIGHT initialisation 279 lightMan = LightManager::getInstance(); 284 280 285 lightMan->setAmbientColor(.1,.1,.1); 281 286 lightMan->addLight(); … … 298 303 { 299 304 lightMan->setPosition(-5.0, 10.0, -40.0); 300 this->nullParent = NullParent::getInstance ();301 this->nullParent->setName ("NullParent");302 305 303 306 // !\todo old track-system has to be removed -
orxonox/trunk/src/util/animation/animation3d.cc
r3988 r3993 178 178 case ANIM_LINEAR: 179 179 this->animFuncMov = &Animation3D::mLinear; 180 //this->object->setRelCoor(this->currentKeyFrame->position);180 this->object->setRelCoor(this->currentKeyFrame->position); 181 181 this->currentKeyFrame->lastPosition = Vector(); 182 182 break; 183 183 case ANIM_SINE: 184 184 this->animFuncMov = &Animation3D::mSine; 185 //this->object->setRelCoor(this->currentKeyFrame->position);185 this->object->setRelCoor(this->currentKeyFrame->position); 186 186 this->currentKeyFrame->lastPosition = Vector(); 187 187 break; 188 188 case ANIM_COSINE: 189 189 this->animFuncMov = &Animation3D::mCosine; 190 //this->object->setRelCoor(this->currentKeyFrame->position);190 this->object->setRelCoor(this->currentKeyFrame->position); 191 191 this->currentKeyFrame->lastPosition = Vector(); 192 192 break; 193 193 case ANIM_EXP: 194 this->object->setRelCoor(this->currentKeyFrame->position); 194 195 this->animFuncMov = &Animation3D::mExp; 195 196 break; 196 197 case ANIM_NEG_EXP: 197 198 this->animFuncMov = &Animation3D::mNegExp; 199 this->object->setRelCoor(this->currentKeyFrame->position); 198 200 this->expFactorMov = -1.0 / this->currentKeyFrame->duration * logf(DELTA_X_3D); 199 201 this->currentKeyFrame->lastPosition = Vector(); 200 202 break; 201 203 case ANIM_QUADRATIC: 204 this->object->setRelCoor(this->currentKeyFrame->position); 202 205 this->animFuncMov = &Animation3D::mQuadratic; 203 206 break; 204 207 case ANIM_RANDOM: 208 this->object->setRelCoor(this->currentKeyFrame->position); 205 209 this->animFuncMov = &Animation3D::mRandom; 206 210 break; … … 353 357 case ANIM_CONSTANT: 354 358 this->animFuncRot = &Animation3D::rConstant; 355 printf("a;sdlfkja;lskdjf;alskjdf;lasjdf;lasjdf;lasjdf;lajsdf\n");356 359 break; 357 360 case ANIM_LINEAR: -
orxonox/trunk/src/world_entities/test_gun.cc
r3987 r3993 49 49 this->objectComponent1 = new PNode(); 50 50 this->animation1 = new Animation3D(this->objectComponent1); 51 //this->animation2 = new Animation3D(this); 51 this->animation2 = new Animation3D(this); 52 this->animation3 = new Animation3D(this); 52 53 //parent->addChild(this->objectComponent1, PNODE_ALL); 53 54 this->addChild(this->objectComponent1, PNODE_ALL); 54 55 55 56 this->animation1->setInfinity(ANIM_INF_CONSTANT); 56 //this->animation2->setInfinity(ANIM_INF_CONSTANT); 57 this->animation2->setInfinity(ANIM_INF_CONSTANT); 58 this->animation3->setInfinity(ANIM_INF_CONSTANT); 57 59 if( this->leftRight == W_LEFT) 58 60 { … … 67 69 this->animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.0, ANIM_LINEAR, ANIM_CONSTANT); 68 70 69 70 //this->animation2->addKeyFrame(Vector(0, 0, 0.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_LINEAR); 71 //this->animation2->addKeyFrame(Vector(0, 0, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_LINEAR); 72 //this->animation2->addKeyFrame(Vector(0, 0, 0.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_LINEAR); 71 this->animation2->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 72 this->animation2->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 73 74 this->animation3->addKeyFrame(Vector(-2.6, 0.1, 3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 75 this->animation3->addKeyFrame(Vector(-2.6, 0.1, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 73 76 } 74 77 else if( this->leftRight == W_RIGHT) … … 86 89 87 90 91 this->animation2->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 92 this->animation2->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 93 94 this->animation3->addKeyFrame(Vector(-2.6, 0.1, -3.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 95 this->animation3->addKeyFrame(Vector(-2.6, 0.1, -2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_CONSTANT); 88 96 //this->animation2->addKeyFrame(Vector(0, 0, 0.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_LINEAR); 89 97 //this->animation2->addKeyFrame(Vector(0, 0, 2.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_LINEAR); … … 112 120 void TestGun::activate() 113 121 { 114 printf("ACTIVATE \n"); 115 //this->animation2->replay(); 122 if( this->leftRight == W_RIGHT) printf("ACTIVATE right weapon\n"); 123 else printf("ACTIVATE left weapon\n"); 124 125 this->animation2->replay(); 116 126 } 117 127 … … 127 137 { 128 138 printf("DEACTIVATE\n"); 139 this->animation3->replay(); 129 140 } 130 141 … … 200 211 //this->getRelCoor().debug(); 201 212 //this->getAbsCoor().debug(); 202 203 this->objectComponent1->getRelCoor().debug(); 213 //this->objectComponent1->getRelCoor().debug(); 204 214 //this->objectComponent1->getAbsCoor().debug(); 205 215 -
orxonox/trunk/src/world_entities/weapon.cc
r3888 r3993 110 110 void WeaponManager::nextWeaponConf() 111 111 { 112 PRINTF(4)("Changing weapon configuration: from %i \n", this->currConfID);112 PRINTF(4)("Changing weapon configuration: from %i to next\n", this->currConfID); 113 113 114 114 Weapon* w;
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