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#include "bird.h"
/*
keep track of the high-level properties of the bird here
activate and control sequences of targets in the morphmesh
finally drawAnimated()
*/
bird::bird()
{
if (model.loadMesh("Bird-poses.xml")) printf("mesh loaded with %i vertices, %i face indices, %i targets\n",model.getNumVertices(),model.getNumIndices(),model.getNumTargets());
else printf("mesh XML file not parsed\n");
if (model.loadSeqs("Bird-anim.xml")) printf("animation loaded with %i sequences\n",model.getNumSequences());
else printf("animation XML file not parsed\n");
model.sequences["flap"].start();
currentseq="hover";
texture.loadImage("TextureBird.jpg");
//starting pos
position=ofVec3f(ofGetWidth()/2,ofGetHeight(),-100); //ofGetHeight()/4);
heading=ofVec3f(-1,0,0);
direction=ofVec3f(-1,0,0);
velocity=ofGetWidth()/50;
turnAngle=-1;
diveAngle=0;
lastTime=ofGetElapsedTimef();
}
bird::~bird()
{
//dtor
}
void bird::update(const vector<ofVec3f>& players){
float time=ofGetElapsedTimef();
float timeSeg=time-lastTime;
lastTime=time;
position+=direction*velocity*timeSeg;
}
void bird::draw(){
glEnable(GL_DEPTH_TEST);
ofPushMatrix();
ofTranslate(position);
//ofRotate(direction);
ofRotate(90,0,0,1);
ofRotate(90,-1,0,0);
ofScale(.15,.15,.15);
bindTexture(texture);
model.drawAnimated();
unbindTexture(texture);
ofPopMatrix();
glDisable(GL_DEPTH_TEST);
}
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