oolite/DustEntity.m
2005-05-23 13:23:51 +00:00

220 lines
5.2 KiB
Objective-C

//
// DustEntity.m
/*
*
* Oolite
*
* Created by Giles Williams on Sat Apr 03 2004.
* Copyright (c) 2004 for aegidian.org. All rights reserved.
*
Copyright (c) 2004, Giles C Williams
All rights reserved.
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/2.0/
or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA.
You are free:
• to copy, distribute, display, and perform the work
• to make derivative works
Under the following conditions:
• Attribution. You must give the original author credit.
• Noncommercial. You may not use this work for commercial purposes.
• Share Alike. If you alter, transform, or build upon this work,
you may distribute the resulting work only under a license identical to this one.
For any reuse or distribution, you must make clear to others the license terms of this work.
Any of these conditions can be waived if you get permission from the copyright holder.
Your fair use and other rights are in no way affected by the above.
*/
#import "DustEntity.h"
#import "entities.h"
#import "vector.h"
#import "Universe.h"
#import "MyOpenGLView.h"
@implementation DustEntity
- (id) init
{
int vi;
ranrot_srand([[NSDate date] timeIntervalSince1970]); // seed randomiser by time
self = [super init];
//
quaternion_set_identity(&q_rotation);
quaternion_into_gl_matrix(q_rotation, rotMatrix);
//
position.x = 0.0;
position.y = 0.0;
position.z = 0.0;
//
n_vertices = DUST_N_PARTICLES;
n_faces = 0;
//
for (vi = 0; vi < n_vertices; vi++)
{
vertices[vi].x = (ranrot_rand() % DUST_SCALE) - DUST_SCALE / 2;
vertices[vi].y = (ranrot_rand() % DUST_SCALE) - DUST_SCALE / 2;
vertices[vi].z = (ranrot_rand() % DUST_SCALE) - DUST_SCALE / 2;
}
//NSLog(@"DustEntity vertices set");
//
dust_color = [[NSColor colorWithCalibratedRed:0.5 green:1.0 blue:1.0 alpha:1.0] retain];
//
displayListName = 0;
//
status = STATUS_TEST;
//
return self;
}
- (void) dealloc
{
if (dust_color) [dust_color release];
[super dealloc];
}
- (void) setDustColor:(NSColor *) color
{
if (dust_color) [dust_color release];
dust_color = [color retain];
[dust_color getRed:&color_fv[0] green:&color_fv[1] blue:&color_fv[2] alpha:&color_fv[3]];
}
- (NSColor *) dust_color
{
return dust_color;
}
- (BOOL) canCollide
{
return NO;
}
- (void) update:(double) delta_t
{
PlayerEntity* player = (PlayerEntity*)[universe entityZero];
if (!player) return; // DON'T UPDATE
// do nowt!
zero_distance = 0.0;
Vector offset = (player)? player->position: position;
double half_scale = DUST_SCALE * 0.50;
int vi;
for (vi = 0; vi < n_vertices; vi++)
{
while (vertices[vi].x - offset.x < -half_scale)
vertices[vi].x += DUST_SCALE;
while (vertices[vi].x - offset.x > half_scale)
vertices[vi].x -= DUST_SCALE;
while (vertices[vi].y - offset.y < -half_scale)
vertices[vi].y += DUST_SCALE;
while (vertices[vi].y - offset.y > half_scale)
vertices[vi].y -= DUST_SCALE;
while (vertices[vi].z - offset.z < -half_scale)
vertices[vi].z += DUST_SCALE;
while (vertices[vi].z - offset.z > half_scale)
vertices[vi].z -= DUST_SCALE;
}
}
- (void) drawEntity:(BOOL) immediate :(BOOL) translucent
{
PlayerEntity* player = (PlayerEntity*)[universe entityZero];
if (!player)
return; // DON'T DRAW
//
int ct;
int vi;
GLfloat *fogcolor = [universe sky_clear_color];
int dust_size = floor([(MyOpenGLView *)[universe gameView] viewSize].width / 480.0);
if (dust_size < 1.0)
dust_size = 1.0;
int line_size = dust_size / 2;
if (line_size < 1.0)
line_size = 1.0;
double half_scale = DUST_SCALE * 0.50;
double quarter_scale = DUST_SCALE * 0.25;
if ([universe breakPatternHide]) return; // DON'T DRAW
BOOL warp_stars = [player atHyperspeed];
Vector warp_vector = [player velocityVector];
if (translucent)
{
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogfv(GL_FOG_COLOR, fogcolor);
glHint(GL_FOG_HINT, GL_NICEST);
glFogf(GL_FOG_START, quarter_scale);
glFogf(GL_FOG_END, half_scale);
//
// disapply lighting and texture
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
//
if (player->isSunlit)
glColor4fv(color_fv);
else
glColor4fv(universe->stars_ambient);
//
ct = 0;
GLenum dustmode = GL_POINTS;
if (!warp_stars)
{
glEnable(GL_POINT_SMOOTH);
glPointSize(dust_size);
}
else
{
glEnable(GL_LINE_SMOOTH);
glLineWidth(line_size);
dustmode = GL_LINES;
}
glBegin(dustmode);
for (vi = 0; vi < n_vertices; vi++)
{
glVertex3f( vertices[vi].x, vertices[vi].y, vertices[vi].z);
if (warp_stars)
{
Vector vh = make_vector(vertices[vi].x-warp_vector.x/HYPERSPEED_FACTOR, vertices[vi].y-warp_vector.y/HYPERSPEED_FACTOR, vertices[vi].z-warp_vector.z/HYPERSPEED_FACTOR);
glVertex3f( vh.x, vh.y, vh.z);
}
// //
// checkGLErrors(@"DustEntity after p1"); // NOTA BENE: YOU CANNOT CHECK FOR GL_ERRORs BETWEEN GL_BEGIN AND GL_END
// //
}
glEnd();
// reapply lighting etc.
glEnable(GL_LIGHTING);
glDisable(GL_FOG);
}
//
checkGLErrors([NSString stringWithFormat:@"DustEntity after drawing %@", self]);
//
}
@end