SphereActionRenderer.cpp

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #include <sprites/SphereActionRenderer.h>
00022 #include <GLEXT/GLCameraFrustum.h>
00023 #include <GLEXT/GLState.h>
00024 
00025 SphereActionRenderer::SphereActionRenderer(Vector &position, float size) : 
00026         frameTime_(0.0f), position_(position), size_(size)
00027 {
00028 }
00029 
00030 SphereActionRenderer::~SphereActionRenderer()
00031 {
00032 }
00033 
00034 void SphereActionRenderer::draw(Action *action)
00035 {
00036         GLState state(GLState::TEXTURE_OFF);
00037         glColor3f(1.0f, 0.0f, 0.0f);
00038 
00039         static GLUquadric *obj = 0;
00040         if (obj == 0)
00041         {
00042                 obj = gluNewQuadric();
00043                 gluQuadricTexture(obj, GL_TRUE);
00044         }
00045 
00046         glPushMatrix();
00047                 glTranslatef(position_[0], position_[1], position_[2]);
00048                 gluSphere(obj, size_, 8, 8);
00049         glPopMatrix();
00050 }
00051 
00052 void SphereActionRenderer::simulate(Action *action, float timepassed, bool &remove)
00053 {
00054         frameTime_ += timepassed;
00055         remove = (frameTime_ > 8.0f);
00056 }
00057 

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