/* * 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: * ... * */ /** * @file * @brief class to control praticle effects */ #include "ParticleEmitter.h" #include "util/Exception.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/XMLPort.h" #include "tools/ParticleInterface.h" #include "Scene.h" namespace orxonox { CreateFactory(ParticleEmitter); ParticleEmitter::ParticleEmitter(BaseObject* creator) : StaticEntity(creator) { RegisterObject(ParticleEmitter); if (GameMode::showsGraphics() && (!this->getScene() || !this->getScene()->getSceneManager())) ThrowException(AbortLoading, "Can't create ParticleEmitter, no scene or no scene manager given."); this->particles_ = 0; this->LOD_ = LODParticle::Normal; this->registerVariables(); } ParticleEmitter::~ParticleEmitter() { if (this->isInitialized() && this->particles_) { this->detachOgreObject(this->particles_->getParticleSystem()); delete this->particles_; } } void ParticleEmitter::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(ParticleEmitter, XMLPort, xmlelement, mode); XMLPortParam(ParticleEmitter, "lod", setLODxml, getLODxml, xmlelement, mode).defaultValues(LODParticle::Normal); XMLPortParam(ParticleEmitter, "source", setSource, getSource, xmlelement, mode); } void ParticleEmitter::registerVariables() { registerVariable(this->source_, VariableDirection::ToClient, new NetworkCallback(this, &ParticleEmitter::sourceChanged)); registerVariable((int&)(this->LOD_), VariableDirection::ToClient, new NetworkCallback(this, &ParticleEmitter::LODchanged)); } void ParticleEmitter::changedVisibility() { SUPER(ParticleEmitter, changedVisibility); if (this->particles_) this->particles_->setVisible(this->isVisible()); } void ParticleEmitter::changedActivity() { SUPER(ParticleEmitter, changedActivity); if (this->particles_) this->particles_->setEnabled(this->isActive()); } void ParticleEmitter::sourceChanged() { if (this->particles_) { delete this->particles_; this->particles_ = 0; } if (GameMode::showsGraphics() && this->getScene() && this->getScene()->getSceneManager()) { try { this->particles_ = new ParticleInterface(this->getScene()->getSceneManager(), this->source_, this->LOD_); this->attachOgreObject(this->particles_->getParticleSystem()); this->particles_->setVisible(this->isVisible()); this->particles_->setEnabled(this->isActive()); } catch (...) { COUT(1) << "Error: Couln't load particle effect \"" << this->source_ << "\" because:" << std::endl << Exception::handleMessage() << std::endl; } } } void ParticleEmitter::LODchanged() { if (this->particles_) this->particles_->setDetailLevel(this->LOD_); } }