/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "Explosion.h" #include #include #include #include "core/CoreIncludes.h" #include "core/Executor.h" #include "util/Math.h" #include "GraphicsEngine.h" #include "particle/ParticleInterface.h" namespace orxonox { CreateFactory(Explosion); Explosion::Explosion(WorldEntity* owner) { this->particle_ = 0; this->lifetime_ = 0.4; RegisterObject(Explosion); if (owner) { this->destroyTimer_.setTimer(this->lifetime_, false, this, createExecutor(createFunctor(&Explosion::destroyObject))); Vector3 position = owner->getNode()->getWorldPosition(); this->particle_ = new ParticleInterface(GraphicsEngine::getSingleton().getSceneManager(), "explosion" + this->getName(), "Orxonox/treibwerk"); this->particle_->getParticleSystem()->setParameter("local_space", "true"); this->particle_->newEmitter(); this->particle_->setPositionOfEmitter(0, Vector3::ZERO); this->particle_->setPositionOfEmitter(1, Vector3::ZERO); this->particle_->setColour(ColourValue(1.0, 0.8, 0.2)); this->setPosition(position); this->scale(2); this->particle_->addToSceneNode(this->getNode()); } } Explosion::~Explosion() { if (this->particle_) { this->particle_->detachFromSceneNode(); delete this->particle_; } }; void Explosion::destroyObject() { delete this; } }