//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include #include <3dsparse/ModelRenderer.h> #include #include LandscapeObjectsEntryModel::LandscapeObjectsEntryModel() : model(0), modelburnt(0) { } LandscapeObjectsEntryModel::~LandscapeObjectsEntryModel() { delete model; delete modelburnt; } void LandscapeObjectsEntryModel::render(float distance) { if (!GLCameraFrustum::instance()->sphereInFrustum( position, boundingsize.Max() / 2.0f)) return; /*{ GLState state(GLState::TEXTURE_OFF); glColor3f(1.0f, 0.0f, 0.0f); glPointSize(3.0f); glBegin(GL_POINTS); glVertex3f(posX, posY, posZ); glEnd(); glPointSize(1.0f); }*/ glPushMatrix(); glTranslatef(position[0], position[1], position[2]); glRotatef(rotation, 0.0f, 0.0f, 1.0f); glScalef(modelscale, modelscale, modelscale); glColor4f(color, color, color, 1.0f); if (burnt) modelburnt->drawBottomAligned(); else model->drawBottomAligned(); glPopMatrix(); } void LandscapeObjectsEntryModel::simulate(float frameTime) { if (burnt) modelburnt->simulate(frameTime * 20.0f); else model->simulate(frameTime * 20.0f); }