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source: code/branches/MouseAPI_FS19/src/modules/asteroidmining/SpicedAsteroidField.h

Last change on this file was 11781, checked in by landauf, 7 years ago

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      remartin
24 *   Co-authors:
25 *
26 */
27
28/**
29
30    @file
31    @author remartin
32    @brief Asteroid field with lots of parameters. Derived from asteroidField.lua
33
34    Generates a bunch of asteroids that may contain some stuff.
35    It is required to wait until all XML-arguments are set. That's why the actual
36    generation happens when tick() gets called for the first time.
37   
38*/
39
40#ifndef _SpicedAsteroidField_H__
41#define _SpicedAsteroidField_H__
42
43#include "AsteroidMiningPrereqs.h"
44
45#include "core/BaseObject.h"
46#include "tools/interfaces/Tickable.h"
47
48namespace orxonox // tolua_export
49{
50
51    // tolua_export
52    class _AsteroidMiningExport SpicedAsteroidField : public BaseObject, public Tickable
53    { // tolua_export
54
55        public:
56            SpicedAsteroidField(Context* context);
57            virtual ~SpicedAsteroidField();
58
59            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
60            virtual void tick(float dt) override;
61
62            inline void setCount(int s){this->count = s;}
63            inline int getCount(){return this->count;}
64
65            inline void setMineralDensity(float d){this->mDensity = d;}
66            inline float getMineralDensity(){return this->mDensity;}
67
68            inline void setPosition(const Vector3& v){this->position = v;}
69            inline const Vector3& getPosition(){return this->position;}
70
71            inline void setMaxSize(float i){this->maxSize = i;}
72            inline float getMaxSize(){return this->maxSize;}
73
74            inline void setMinSize(float i){this->minSize = i;}
75            inline float getMinSize(){return this->minSize;}
76
77            inline void setRadius(float r){this->radius = r;}
78            inline float getRadius(){return this->radius;}
79
80            inline void setFog(bool f){this->foggy = f;}
81            inline bool isFoggy(){return this->foggy;}
82
83            inline void setFogDensity(float fd){this->fogDensity = fd;}
84            inline float getFogDensity(){return this->fogDensity;}
85
86        protected:
87
88            int count; //!< Number of asteroids generated
89            float mDensity; //!< Mineral density, between 0 and 1;
90
91            Vector3 position; //!< The center
92           
93            float maxSize; //!< Upper bound to asteroid size
94            float minSize; //!< Lower bound to asteroid size
95
96            float radius; //!< Asteroids can appear within a sphere.
97            bool foggy; //!< Whether there's fog
98            float fogDensity;
99
100
101        private:
102            virtual void create();
103
104
105    }; // tolua_export
106} // tolua_export
107
108#endif /* _SpicedAsteroidField_H__ */
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