73 lines
1.5 KiB
C++
73 lines
1.5 KiB
C++
#include "EntityBase.h"
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#include <GL/gl.h>
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namespace Engine {
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void EntityVisualState::Draw () {
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if (mBaseType == EntityBaseTypeActor) {
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int i, segments;
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segments = 20;
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double x, z, rad, drad;
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drad = (M_PI * 2) / segments;
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glBegin (GL_TRIANGLE_FAN);
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glVertex3f (0., 0., 0.);
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for (i = 0; i <= segments; i++) {
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rad = drad * i;
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sincos (rad, &z, &x);
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glVertex3f (x * mRadius, 0., -z * mRadius);
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}
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glEnd ();
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glDisable (GL_DEPTH_TEST);
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glColor3f (0.8, 0., 0.2);
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glBegin (GL_TRIANGLES);
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glVertex3f (mRadius, 0., 0.);
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glVertex3f (0., 0., -mRadius * 0.3);
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glVertex3f (0., 0., mRadius * 0.3);
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glEnd ();
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glEnable (GL_DEPTH_TEST);
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return;
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} else if (mBaseType == EntityBaseTypeBlock) {
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glBegin (GL_QUADS);
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glVertex3f (-0.5, 0., 0.5);
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glVertex3f (0.5, 0., 0.5);
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glVertex3f (0.5, 0., -0.5);
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glVertex3f (-0.5, 0., -0.5);
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glEnd ();
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} else if (mBaseType == EntityBaseTypeParticle) {
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int i, segments;
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segments = 20;
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double x, z, rad, drad;
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drad = (M_PI * 2) / segments;
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glDisable (GL_DEPTH_TEST);
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glColor3f (0., 0.8, 0.1);
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glBegin (GL_TRIANGLE_FAN);
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glVertex3f (0., 0., 0.);
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for (i = 0; i <= segments; i++) {
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rad = drad * i;
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sincos (rad, &z, &x);
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glVertex3f (x * mRadius, 0., -z * mRadius);
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}
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glEnd ();
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glColor3f (0.8, 0., 0.2);
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glBegin (GL_TRIANGLES);
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glVertex3f (mRadius, 0., 0.);
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glVertex3f (0., 0., -mRadius * 0.3);
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glVertex3f (0., 0., mRadius * 0.3);
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glEnd ();
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glEnable (GL_DEPTH_TEST);
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return;
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}
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}
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}
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