/* shipdrawer.cc This file is part of the Osirion project and is distributed under the terms and conditions of the GNU General Public License version 2 */ #include "client/shipdrawer.h" #include "render/render.h" #include "render/box.h" #include namespace client { using namespace render; using math::Vector3f; using math::Color; Vector3f v0(1.0f, -1.0f, -1.0f); Vector3f v1(1.0f, 1.0f, -1.0f); Vector3f v2(1.0f, 1.0f, 1.0f); Vector3f v3(1.0f, -1.0f, 1.0f); Vector3f v4(-1.0f, -1.0f, -1.0f); Vector3f v5(-1.0f, 1.0f, -1.0f); Vector3f v6(-1.0f, 1.0f, 1.0f); Vector3f v7(-1.0f, -1.0f, 1.0f); ShipDrawer::ShipDrawer(game::Ship *s) { angle = 0; ship = s; } ShipDrawer::~ShipDrawer() { } void ShipDrawer::draw(float elapsed) { gl::push(); gl::rotate(ship->yaw(), 0.0f, 1.0f, 0.0f ); Vector3f tl(0.25, 0.125, 0.125); Vector3f br(-0.25, -0.125, -0.125); Box box(tl, br); box.draw(); tl = Vector3f(0, 0.07, 0.25); br = Vector3f(-0.5, -0.07, 0.125); Box engine1(tl, br); engine1.topcolor = Color(0.7, 0.7, 0.7); engine1.bottomcolor = engine1.topcolor * 0.5; engine1.draw(); tl = Vector3f(0, 0.07, -0.125); br = Vector3f(-0.5, -0.07, -0.25); Box engine2(tl, br); engine2.topcolor = engine1.topcolor; engine2.bottomcolor = engine1.bottomcolor; engine2.draw(); tl = Vector3f(0.4, 0.07, 0.07); br = Vector3f(0.25, -0.07, -0.07); Box cockpit(tl, br); cockpit.topcolor = engine1.topcolor; cockpit.bottomcolor = engine1.bottomcolor; cockpit.draw(); if(ship->thrust() > 0 ) { gl::color(1.0f,0 ,0 ); gl::begin(gl::Lines); gl::vertex(-0.5f, 0, 0.185); gl::vertex(-0.5f-0.25f*ship->thrust(), 0, 0.185); gl::vertex(-0.5f, 0, -0.185f); gl::vertex(-0.5f-0.25f*ship->thrust(), 0, -0.185f); gl::end(); } // shield rotation gl::rotate(angle, 0.0f, 1.0f, 0.0f ); angle += 180.0f * elapsed; if( angle > 360.0f ) { angle -= 360.0f; } // draw the shield gl::color(Color(0.0f, 1.0f ,0.0f , 0.5f)); gl::begin(gl::LineStrip); gl::vertex(v0); gl::vertex(v1); gl::vertex(v2); gl::vertex(v3); gl::vertex(v0); gl::end(); gl::begin(gl::LineStrip); gl::vertex(v4); gl::vertex(v5); gl::vertex(v6); gl::vertex(v7); gl::vertex(v4); gl::end(); gl::pop(); } }