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Ignore:
Timestamp:
Jun 10, 2005, 12:42:35 AM (19 years ago)
Author:
bensch
Message:

orxonox/trunk: now PNodes can be rendered in Debug-Mode

File:
1 edited

Legend:

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  • orxonox/trunk/src/world_entities/world_entity.cc

    r4436 r4570  
    11
    22
    3 /* 
     3/*
    44   orxonox - the future of 3D-vertical-scrollers
    55
     
    8989   \brief set the WorldEntity's collision hull
    9090   \param newhull: a pointer to a completely assembled CollisionCluster
    91    
     91
    9292   Any previously assigned collision hull will be deleted on reassignment
    9393*/
     
    102102
    103103
    104 /** 
    105     \brief process draw function 
     104/**
     105    \brief process draw function
    106106*/
    107107void WorldEntity::processDraw ()
     
    143143/**
    144144   \brief this is called immediately after the Entity has been constructed and initialized
    145    
     145
    146146   Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here.
    147147   DO NOT place such code in the constructor, those variables are set AFTER the entity is constucted.
     
    154154/**
    155155   \brief this method is called by the world if the WorldEntity leaves valid gamespace
    156    
     156
    157157   For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
    158158   place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
     
    166166   \brief this method is called every frame
    167167   \param time: the time in seconds that has passed since the last tick
    168    
     168
    169169   Handle all stuff that should update with time inside this method (movement, animation, etc.)
    170170*/
    171 void WorldEntity::tick(float time) 
     171void WorldEntity::tick(float time)
    172172{
    173173}
     
    176176/**
    177177   \brief the entity is drawn onto the screen with this function
    178    
     178
    179179   This is a central function of an entity: call it to let the entity painted to the screen. Just override this function with whatever you want to be drawn.
    180180*/
    181 void WorldEntity::draw() 
     181void WorldEntity::draw()
    182182{
    183183  glMatrixMode(GL_MODELVIEW);
    184184  glPushMatrix();
    185185  float matrix[4][4];
    186  
     186
    187187  /* translate */
    188   glTranslatef (this->getAbsCoor ().x, 
    189                 this->getAbsCoor ().y,
    190                 this->getAbsCoor ().z);
     188  glTranslatef (this->getAbsCoor ().x,
     189                this->getAbsCoor ().y,
     190                this->getAbsCoor ().z);
    191191  /* rotate */
    192192  this->getAbsDir ().matrix (matrix);
     
    202202   \brief this handles incoming command messages
    203203   \param cmd: a pointer to the incoming Command structure
    204    
     204
    205205   Put all code that handles Command messages here, this will mainly be called by the assigned CommandNode but can also be used
    206206   to send commands from one WorldEntity to another.
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