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source: code/trunk/src/modules/asteroidmining/SpicedAsteroidBelt.h @ 11800

Last change on this file since 11800 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 belt with lots of parameters. Derived from asteroidField.lua
33
34    Generates a ring of asteroids by calling SpicedAsteroidField multiple times.
35    It's in the xy-plane at default, orientation can be changed with tiltAt
36    (angle where it gets elevated/lowered the most) and TiltBy (angle at z-axis).
37    This doesn't work very well and could probably implemented differently with
38    relative coordinates (attach etc, stuff in WorldEntity).
39
40    It is required to wait until all XML-arguments are set. That's why the actual
41    generation happens when tick() gets called for the first time.
42   
43*/
44
45
46#ifndef _SpicedAsteroidBelt_H__
47#define _SpicedAsteroidBelt_H__
48
49#include "AsteroidMiningPrereqs.h"
50
51#include "core/BaseObject.h"
52#include "tools/interfaces/Tickable.h"
53
54namespace orxonox // tolua_export
55{
56
57    // tolua_export
58    class _AsteroidMiningExport SpicedAsteroidBelt : public BaseObject, public Tickable
59    { // tolua_export
60
61        public:
62            SpicedAsteroidBelt(Context* context);// This constructor is for XML access only!
63            virtual ~SpicedAsteroidBelt();
64
65            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
66            virtual void tick(float dt) override;
67
68            inline void setCount(float s){this->count = s;}
69            inline float getCount(){return this->count;}
70
71            inline void setMineralDensity(float d){this->mDensity = d;}
72            inline float getMineralDensity(){return this->mDensity;}
73
74            inline void setPosition(const Vector3& v){this->position = v;}
75            inline const Vector3& getPosition(){return this->position;}
76
77            inline void setSegments(int s){this->segments = s;}
78            inline int getSegments(){return this->segments;}
79
80            inline void setMaxSize(float i){this->maxSize = i;}
81            inline float getMaxSize(){return this->maxSize;}
82
83            inline void setMinSize(float i){this->minSize = i;}
84            inline float getMinSize(){return this->minSize;}
85
86            inline void setRadius0(float r0){this->radius0 = r0;}
87            inline float getRadius0(){return this->radius0;}
88
89            inline void setRadius1(float r1){this->radius1 = r1;}
90            inline float getRadius1(){return this->radius1;}
91
92            inline void setFog(bool f){this->foggy = f;}
93            inline bool isFoggy(){return this->foggy;}
94
95            inline void setFogDensity(float fd){this->fogDensity = fd;}
96            inline float getFogDensity(){return this->fogDensity;}
97
98            inline void setTiltAt(float ta){this->tiltAt = ta;}
99            inline void setTiltBy(float tb){this->tiltBy = tb;}
100            inline float getTiltAt(){return this->tiltAt;}
101            inline float getTiltBy(){return this->tiltBy;}
102
103
104        protected:
105
106            float count; //!< Approximate number of asteroids
107            float mDensity; //!< Approximate commonness of asteroids that yield stuff, value between 0 and 1;
108
109            Vector3 position;
110
111            int segments; //!< Number of asteroidFields that get generated.
112           
113            float maxSize; //!< Most obese asteroid possible
114            float minSize; //!< Most meagre asteroid possible
115
116            float radius0; //!< Inner radius
117            float radius1; //!< Outer radius
118
119            bool foggy; //!< Whether there's fog arount the asteroids
120            float fogDensity; 
121
122            float tiltAt; //!< Orientation: Angle where it gets elevated/lowered the most
123            float tiltBy; //!< angle at z-axis
124
125        private:
126            virtual void create();
127
128    }; // tolua_export
129} // tolua_export
130
131#endif /* _SpicedAsteroidBelt_H__ */
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