1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file ParticleProjectile.h |
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31 | @brief Implementation of the ParticleProjectile class. |
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32 | */ |
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33 | |
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34 | #include "ParticleProjectile.h" |
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35 | |
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36 | #include <OgreParticleEmitter.h> |
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37 | #include "core/CoreIncludes.h" |
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38 | #include "tools/ParticleInterface.h" |
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39 | #include "Scene.h" |
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40 | |
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41 | namespace orxonox |
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42 | { |
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43 | RegisterClass(ParticleProjectile); |
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44 | |
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45 | ParticleProjectile::ParticleProjectile(Context* context) : Projectile(context) |
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46 | { |
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47 | RegisterObject(ParticleProjectile); |
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48 | |
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49 | this->particles_ = nullptr; |
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50 | |
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51 | //setEffect("Orxonox/sparks2"); |
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52 | } |
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53 | |
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54 | ParticleProjectile::~ParticleProjectile() |
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55 | { |
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56 | if (this->isInitialized() && this->particles_) |
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57 | { |
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58 | this->detachOgreObject(this->particles_->getParticleSystem()); |
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59 | delete this->particles_; |
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60 | } |
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61 | } |
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62 | |
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63 | /** |
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64 | @brief |
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65 | Is called when the visibility of the ParticleProjectile has changed. |
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66 | */ |
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67 | void ParticleProjectile::changedVisibility() |
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68 | { |
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69 | SUPER(ParticleProjectile, changedVisibility); |
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70 | |
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71 | // Change the visibility of the particles. |
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72 | if (this->particles_) |
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73 | this->particles_->setEnabled(this->isVisible()); |
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74 | } |
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75 | |
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76 | void ParticleProjectile::setEffect(const std::string& effect) |
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77 | { |
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78 | // If we already have a particle interface, delete it |
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79 | if (this->particles_) |
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80 | { |
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81 | this->detachOgreObject(this->particles_->getParticleSystem()); |
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82 | delete this->particles_; |
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83 | this->particles_ = nullptr; |
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84 | } |
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85 | |
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86 | if (GameMode::showsGraphics()) |
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87 | { |
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88 | // Create the particles. |
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89 | this->particles_ = new ParticleInterface(this->getScene()->getSceneManager(), effect, LODParticle::Normal); |
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90 | this->attachOgreObject(this->particles_->getParticleSystem()); |
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91 | this->particles_->setKeepParticlesInLocalSpace(0); |
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92 | |
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93 | for (unsigned int i = 0; i < this->particles_->getNumEmitters(); ++i) |
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94 | this->particles_->getEmitter(i)->setDirection(-WorldEntity::FRONT); |
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95 | } |
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96 | else |
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97 | { |
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98 | this->particles_ = nullptr; |
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99 | } |
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100 | } |
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101 | } |
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