/* * 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 "Backlight.h" #include #include #include #include "util/Exception.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/XMLPort.h" #include "objects/Scene.h" namespace orxonox { CreateFactory(Backlight); Backlight::Backlight(BaseObject* creator) : FadingBillboard(creator) { RegisterObject(Backlight); this->ribbonTrail_ = 0; this->ribbonTrailNode_ = 0; this->width_ = 0; this->length_ = 1.0f; this->lifetime_ = 0.001f; this->maxelements_ = 1; this->tickcount_ = 0; if (GameMode::showsGraphics()) { if (!this->getScene()) ThrowException(AbortLoading, "Can't create Backlight, no scene given."); if (!this->getScene()->getSceneManager()) ThrowException(AbortLoading, "Can't create Backlight, no scene manager given."); if (!this->getScene()->getRootSceneNode()) ThrowException(AbortLoading, "Can't create Backlight, no root scene node given."); this->ribbonTrail_ = this->getScene()->getSceneManager()->createRibbonTrail(this->getNode()->getName()); this->ribbonTrailNode_ = this->getScene()->getRootSceneNode()->createChildSceneNode(); this->ribbonTrailNode_->attachObject(this->ribbonTrail_); this->ribbonTrail_->setMaxChainElements(this->maxelements_); this->ribbonTrail_->setTrailLength(this->length_); this->ribbonTrail_->setInitialWidth(0, 0); } this->registerVariables(); } Backlight::~Backlight() { if (this->isInitialized()) { if (this->ribbonTrail_) { if (this->ribbonTrailNode_) { this->ribbonTrailNode_->detachObject(this->ribbonTrail_); this->getScene()->getSceneManager()->destroySceneNode(this->ribbonTrailNode_->getName()); } this->getScene()->getSceneManager()->destroyRibbonTrail(this->ribbonTrail_); } } } void Backlight::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Backlight, XMLPort, xmlelement, mode); XMLPortParam(Backlight, "length", setLength, getLength, xmlelement, mode).defaultValues(100.0f); XMLPortParam(Backlight, "width", setWidth, getWidth, xmlelement, mode).defaultValues(1.0f); XMLPortParam(Backlight, "elements", setMaxElements, getMaxElements, xmlelement, mode).defaultValues(10); XMLPortParam(Backlight, "lifetime", setLifetime, getLifetime, xmlelement, mode).defaultValues(1.0f); XMLPortParam(Backlight, "trailmaterial", setTrailMaterial, getTrailMaterial, xmlelement, mode); } void Backlight::registerVariables() { registerVariable(this->width_, variableDirection::toclient, new NetworkCallback(this, &Backlight::update_width)); registerVariable(this->lifetime_, variableDirection::toclient, new NetworkCallback(this, &Backlight::update_lifetime)); registerVariable(this->length_, variableDirection::toclient, new NetworkCallback(this, &Backlight::update_length)); registerVariable(this->maxelements_, variableDirection::toclient, new NetworkCallback(this, &Backlight::update_maxelements)); registerVariable(this->trailmaterial_, variableDirection::toclient, new NetworkCallback(this, &Backlight::update_trailmaterial)); } void Backlight::changedColour() { FadingBillboard::changedColour(); if (this->ribbonTrail_ && this->tickcount_ >= 2) this->ribbonTrail_->setInitialColour(0, this->getFadedColour()); } void Backlight::update_width() { if (this->ribbonTrail_ && this->tickcount_ >= 2) this->ribbonTrail_->setInitialWidth(0, this->width_ * this->getWorldScale()); this->update_lifetime(); } void Backlight::update_lifetime() { if (this->ribbonTrail_ && this->tickcount_ >= 2) { this->ribbonTrail_->setWidthChange(0, this->width_ * this->getWorldScale() / this->lifetime_ * this->getTimeFactor()); this->ribbonTrail_->setColourChange(0, 0, 0, 0, 1.0f / this->lifetime_ * this->getTimeFactor()); } } void Backlight::update_length() { if (this->ribbonTrail_ && this->tickcount_ >= 2) this->ribbonTrail_->setTrailLength(this->length_ * this->getWorldScale()); } void Backlight::update_maxelements() { if (this->ribbonTrail_ && this->tickcount_ >= 2) this->ribbonTrail_->setMaxChainElements(this->maxelements_); } void Backlight::update_trailmaterial() { if (this->ribbonTrail_ && this->tickcount_ >= 2) this->ribbonTrail_->setMaterialName(this->trailmaterial_); } void Backlight::changedVisibility() { SUPER(Backlight, changedVisibility); if (this->ribbonTrail_) this->ribbonTrail_->setVisible(this->isVisible()); } void Backlight::startturnonoff() { FadingBillboard::startturnonoff(); if (this->ribbonTrail_ && this->isActive() && this->isVisible()) this->ribbonTrail_->setVisible(true); } void Backlight::stopturnonoff() { this->postprocessingtime_ = max(0.0f, this->lifetime_ - this->turnofftime_); FadingBillboard::stopturnonoff(); if (this->ribbonTrail_) this->ribbonTrail_->setInitialColour(0, this->getFadedColour()); } void Backlight::poststopturnonoff() { FadingBillboard::poststopturnonoff(); if (this->ribbonTrail_) this->ribbonTrail_->setVisible(false); } void Backlight::changedScale() { SUPER(Backlight, changedScale); this->update_width(); this->update_length(); } void Backlight::tick(float dt) { if (this->tickcount_ < 2) { ++this->tickcount_; if (this->tickcount_ == 2) { this->changedColour(); this->update_width(); this->update_lifetime(); this->update_length(); this->update_maxelements(); this->update_trailmaterial(); if (this->ribbonTrail_) this->ribbonTrail_->addNode(this->node_); } } SUPER(Backlight, tick, dt); if (this->ribbonTrail_ && this->changedirection_ != 0) { // we use alpha_blend, only adjust alpha const ColourValue& colour = this->getColour(); this->ribbonTrail_->setInitialColour(0, colour.r, colour.g, colour.b, this->getFadedColour().a); } } void Backlight::changedTimeFactor(float factor_new, float factor_old) { this->update_lifetime(); } }