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source: code/branches/PresentationFS18/src/modules/weapons/projectiles/IceGunProjectile.cc @ 12012

Last change on this file since 12012 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 4.0 KB
Line 
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 *      Fabien Vultier
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file IceGunProjectile.cc
31    @brief Implementation of the IceGunProjectile class.
32*/
33
34#include "IceGunProjectile.h"
35
36#include <OgreSceneManager.h>
37#include <OgreSceneNode.h>
38
39#include "core/CoreIncludes.h"
40#include "graphics/Model.h"
41#include "graphics/ParticleSpawner.h"
42#include "Scene.h"
43#include "core/command/Executor.h"
44#include "tools/ParticleInterface.h"
45
46namespace orxonox
47{
48    RegisterClass(IceGunProjectile);
49
50    const float IceGunProjectile::particleDestructionDelay_ = 15.0f;
51
52    IceGunProjectile::IceGunProjectile(Context* context) : Projectile(context)
53    {
54        RegisterObject(IceGunProjectile);
55
56        this->setCollisionShapeRadius(8.0f);
57
58        this->setFreezeTime(3.0);
59        this->setFreezeFactor(0.5);
60
61        Model* model = new Model(this->getContext());
62        model->setMeshSource("IceBolt.mesh");
63        model->setScale(15.0);
64        this->attach(model);
65        model->setPosition(Vector3(0,0,0));
66
67        // Add effect.
68        spawner_ = new ParticleSpawner(this->getContext());
69        this->attach(spawner_);
70        spawner_->setOrientation(this->getOrientation());
71        spawner_->setSource("Orxonox/ice");
72        spawner_->setDeleteWithParent(false);
73        spawner_->setDestroydelay(particleDestructionDelay_);
74    }
75
76    IceGunProjectile::~IceGunProjectile()
77    {
78        if (this->isInitialized())
79        {
80            const Vector3& pos = spawner_->getWorldPosition();
81            const Quaternion& rot = spawner_->getWorldOrientation();
82            this->detach(spawner_);
83            spawner_->setPosition(pos);
84            spawner_->setOrientation(rot);
85            this->getScene()->getRootSceneNode()->addChild(const_cast<Ogre::SceneNode*>(spawner_->getNode()));
86            this->spawner_->stop(true);
87        }
88    }
89
90    /**
91    @brief
92        Sets the freeze time variable to the passed value.
93    */
94    void IceGunProjectile::setFreezeTime(float freezeTime)
95    {
96        freezeTime_ = freezeTime;
97    }
98
99    /**
100    @brief
101        Sets the freeze factor variable to the passed value.
102    */
103    void IceGunProjectile::setFreezeFactor(float freezeFactor)
104    {
105        freezeFactor_ = freezeFactor;
106    }
107
108    bool IceGunProjectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint)
109    {       
110        bool bCollision = Projectile::collidesAgainst(otherObject, cs, contactPoint);
111
112        if (bCollision)
113        {
114            // If there was a collision, attach a IceGunFreezer to the hit object.
115            IceGunFreezer* freezer = new IceGunFreezer(this->getContext());
116            freezer->setFreezeTime(freezeTime_);
117            freezer->setFreezeFactor(freezeFactor_);
118            otherObject->attach(freezer);           
119
120            Vector3 offset = this->getWorldPosition() - otherObject->getWorldPosition();
121            freezer->setPosition(Vector3(0,0,0));
122            freezer->translate(offset, WorldEntity::TransformSpace::World);
123            // Start the freezing effect.
124            freezer->startFreezing();
125        }
126
127        return bCollision;
128    }
129}
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