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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);
}