[10752] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Vedat Aydin |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | |
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[10937] | 30 | |
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[10752] | 31 | #include "ExplosionPart.h" |
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| 32 | #include "core/XMLPort.h" |
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| 33 | |
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| 34 | |
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| 35 | namespace orxonox |
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| 36 | { |
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| 37 | |
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[11025] | 38 | RegisterClass(ExplosionPart); |
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[10752] | 39 | |
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[11025] | 40 | ExplosionPart::ExplosionPart(Context* context) : MovableEntity(context) |
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| 41 | { |
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| 42 | RegisterObject(ExplosionPart); |
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| 43 | this->bStop_ = false; |
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[10752] | 44 | this->LOD_ = LODParticle::Normal; |
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[11025] | 45 | this->mesh_ = ""; |
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| 46 | this->effect1_ = ""; |
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| 47 | this->effect2_ = ""; |
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| 48 | this->model_= new Model(this->getContext()); |
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[11071] | 49 | this->effect1Particle_= nullptr; |
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| 50 | this->effect2Particle_= nullptr; |
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[11025] | 51 | this->explosionEntity_ = new MovableEntity(this->getContext()); |
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| 52 | this->posOffset_ = Vector3::ZERO; |
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[10752] | 53 | |
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[10755] | 54 | |
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| 55 | |
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[11025] | 56 | } |
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[10752] | 57 | |
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| 58 | |
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[11025] | 59 | ExplosionPart::~ExplosionPart() |
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[10786] | 60 | { |
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| 61 | if (this->isInitialized()) |
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| 62 | { |
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| 63 | if (this->effect1Particle_) |
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| 64 | { |
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| 65 | this->model_->detachOgreObject(this->effect1Particle_->getParticleSystem()); |
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| 66 | delete this->effect1Particle_; |
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| 67 | } |
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| 68 | if (this->effect2Particle_) |
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| 69 | { |
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| 70 | this->model_->detachOgreObject(this->effect2Particle_->getParticleSystem()); |
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| 71 | delete this->effect2Particle_; |
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| 72 | } |
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| 73 | } |
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| 74 | } |
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| 75 | |
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| 76 | |
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[11025] | 77 | void ExplosionPart::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 78 | { |
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| 79 | SUPER(ExplosionPart, XMLPort, xmlelement, mode); |
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[10752] | 80 | |
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[11025] | 81 | XMLPortParam(ExplosionPart, "mesh", setMesh, getMesh, xmlelement, mode).defaultValues(""); //Define mesh file, that is going to fly out |
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| 82 | XMLPortParam(ExplosionPart, "minspeed", setMinSpeed, getMinSpeed, xmlelement, mode).defaultValues(50); //Minimum velocity at which parts fly out |
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| 83 | XMLPortParam(ExplosionPart, "maxspeed", setMaxSpeed, getMaxSpeed, xmlelement, mode).defaultValues(100); //Maximum velocity at which parts fly out, set both minspeed and maxspeed to 0 to have stationary effects |
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| 84 | XMLPortParam(ExplosionPart, "effect1", setEffect1, getEffect1, xmlelement, mode).defaultValues(""); //particle effect 1 |
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| 85 | XMLPortParam(ExplosionPart, "effect2", setEffect2, getEffect2, xmlelement, mode).defaultValues(""); //particle effect 2 |
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| 86 | XMLPortParam(ExplosionPart, "offset", setOffset, getOffset, xmlelement, mode).defaultValues(Vector3::ZERO); //Offset of the position if you need to have an explosion off-center |
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| 87 | XMLPortParam(ExplosionPart, "direction", setDirection, getDirection, xmlelement, mode).defaultValues(Vector3(1,1,1)); //general direction the parts fly in |
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| 88 | XMLPortParam(ExplosionPart, "angle", setAngle, getAngle, xmlelement, mode).defaultValues(180); //defines a cone shape with direction "direction" and angle "angle" inside which the parts fly out of |
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| 89 | XMLPortParam(ExplosionPart, "delay", setDelay, getDelay, xmlelement, mode).defaultValues(0); //delay to the explosion in seconds |
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| 90 | } |
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[10752] | 91 | |
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| 92 | |
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[11025] | 93 | void ExplosionPart::Explode() |
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| 94 | { |
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| 95 | this->destroyTimer_.setTimer(delay_, false, createExecutor(createFunctor(&ExplosionPart::ActuallyExplode, this))); |
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| 96 | } |
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[10752] | 97 | |
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[11025] | 98 | void ExplosionPart::stop() |
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| 99 | { |
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| 100 | if (this->effect1Particle_) |
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[10837] | 101 | this->effect1Particle_->setEnabled(false); |
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| 102 | if (this->effect2Particle_) |
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| 103 | this->effect2Particle_->setEnabled(false); |
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| 104 | if (this->model_) |
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| 105 | this->model_->setVisible(false); |
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[10752] | 106 | |
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[10837] | 107 | if (GameMode::isMaster()) |
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| 108 | { |
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| 109 | this->bStop_ = true; |
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| 110 | this->destroyTimer_.setTimer(1.0f, false, createExecutor(createFunctor(&ExplosionPart::destroy, this))); |
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| 111 | } |
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[11025] | 112 | } |
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[10810] | 113 | |
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[11025] | 114 | void ExplosionPart::ActuallyExplode() |
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| 115 | { |
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| 116 | this->model_->setVisible(true); |
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[10752] | 117 | |
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[11025] | 118 | //this->explosionEntity_->setSyncMode(0); |
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[10752] | 119 | |
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[11025] | 120 | //this->model_->setSyncMode(0); |
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[10755] | 121 | |
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[10937] | 122 | |
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[11025] | 123 | if(effect1_ != "") |
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| 124 | { |
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| 125 | this->effect1Particle_ = new ParticleInterface(this->getScene()->getSceneManager(), effect1_, this->LOD_); |
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| 126 | this->effect1Particle_->setDimensions(this->getScale()); |
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| 127 | this->model_->attachOgreObject(this->effect1Particle_->getParticleSystem()); |
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| 128 | } |
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[10752] | 129 | |
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[11025] | 130 | if(effect2_ != "") |
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| 131 | { |
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| 132 | this->effect2Particle_ = new ParticleInterface(this->getScene()->getSceneManager(), effect2_, this->LOD_); |
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| 133 | this->effect2Particle_->setDimensions(this->getScale()); |
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| 134 | this->model_->attachOgreObject(this->effect2Particle_->getParticleSystem()); |
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| 135 | } |
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[10752] | 136 | |
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[10937] | 137 | |
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| 138 | |
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[11025] | 139 | |
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[10837] | 140 | Vector3 velocityOffset = direction_.perpendicular(); |
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| 141 | velocityOffset.normalise(); |
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| 142 | Degree offsetDirection = Degree(rnd(0,360)); |
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| 143 | velocityOffset = Quaternion(offsetDirection, direction_.normalisedCopy()) * velocityOffset; |
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| 144 | velocityOffset.normalise(); |
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| 145 | direction_.normalise(); |
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| 146 | |
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[11029] | 147 | Vector3 finalDirection = direction_ + sin((rnd(0, angle_))*math::pi/180)*velocityOffset; |
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[10837] | 148 | |
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[11025] | 149 | this->explosionEntity_->setVelocity(finalDirection*rnd(minSpeed_,maxSpeed_)); |
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[10752] | 150 | this->explosionEntity_->setAngularVelocity(Vector3(rnd(-1, 1), rnd(-1, 1), rnd(-1, 1)).normalisedCopy() * Degree(400).valueRadians()); |
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[10937] | 151 | this->explosionEntity_->setScale(this->getScale() * 4); |
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[10752] | 152 | |
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[10937] | 153 | |
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[10752] | 154 | this->explosionEntity_->attach(model_); |
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| 155 | |
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[10937] | 156 | |
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[10752] | 157 | this->attach(explosionEntity_); |
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| 158 | |
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[10786] | 159 | if (GameMode::isMaster()) |
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| 160 | { |
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[10807] | 161 | this->destroyTimer_.setTimer(rnd(2, 4), false, createExecutor(createFunctor(&ExplosionPart::stop, this))); |
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[10786] | 162 | } |
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[11025] | 163 | } |
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[10752] | 164 | |
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| 165 | |
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| 166 | |
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| 167 | |
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[11025] | 168 | void ExplosionPart::setMesh(const std::string& newString) |
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| 169 | { |
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| 170 | if(newString != "") |
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| 171 | { |
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| 172 | this->mesh_ = newString; |
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| 173 | this->model_->setMeshSource(mesh_); |
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| 174 | this->model_->setVisible(false); |
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| 175 | } |
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| 176 | } |
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[10752] | 177 | |
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[11025] | 178 | void ExplosionPart::setEffect1(const std::string& newString) |
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| 179 | { |
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| 180 | this->effect1_ = newString; |
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| 181 | } |
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[10752] | 182 | |
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[11025] | 183 | void ExplosionPart::setEffect2(const std::string& newString) |
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| 184 | { |
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| 185 | this->effect2_ = newString; |
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| 186 | } |
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[10786] | 187 | |
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[11025] | 188 | void ExplosionPart::setMinSpeed(float speed) |
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| 189 | { |
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| 190 | this->minSpeed_ = speed; |
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| 191 | } |
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[10786] | 192 | |
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[11025] | 193 | void ExplosionPart::setMaxSpeed(float speed) |
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| 194 | { |
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| 195 | this->maxSpeed_ = speed; |
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| 196 | } |
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[10786] | 197 | |
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[11025] | 198 | void ExplosionPart::setOffset(Vector3 newVector) |
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| 199 | { |
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| 200 | this->posOffset_ = newVector; |
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| 201 | this->explosionEntity_->setPosition(this->getPosition() + this->posOffset_ / this->getScale()); |
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| 202 | } |
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[10810] | 203 | |
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[11025] | 204 | void ExplosionPart::setDirection(Vector3 newDirection) |
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| 205 | { |
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| 206 | this->direction_ = newDirection; |
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| 207 | } |
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[10837] | 208 | |
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[11025] | 209 | void ExplosionPart::setAngle(float newAngle) |
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| 210 | { |
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| 211 | this->angle_ = newAngle; |
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| 212 | } |
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[10837] | 213 | |
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[11025] | 214 | void ExplosionPart::setDelay(float newDelay) |
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| 215 | { |
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| 216 | this->delay_ = newDelay; |
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| 217 | } |
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[10837] | 218 | |
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[11025] | 219 | std::string& ExplosionPart::getMesh() |
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| 220 | { return this->mesh_; } |
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[10752] | 221 | |
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[11025] | 222 | std::string& ExplosionPart::getEffect1() |
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| 223 | { return this->effect1_; } |
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[10752] | 224 | |
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[11025] | 225 | std::string& ExplosionPart::getEffect2() |
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| 226 | { return this->effect2_; } |
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[10752] | 227 | |
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[11025] | 228 | float ExplosionPart::getMinSpeed() |
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| 229 | { |
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| 230 | return this->minSpeed_; |
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| 231 | } |
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[10786] | 232 | |
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[11025] | 233 | float ExplosionPart::getMaxSpeed() |
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| 234 | { |
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| 235 | return this->maxSpeed_; |
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| 236 | } |
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[10786] | 237 | |
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[11025] | 238 | Vector3 ExplosionPart::getOffset() |
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| 239 | { |
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| 240 | return this->posOffset_; |
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| 241 | } |
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[10786] | 242 | |
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[11025] | 243 | Vector3 ExplosionPart::getDirection() |
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| 244 | { |
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| 245 | return direction_; |
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| 246 | } |
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[10786] | 247 | |
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[11025] | 248 | float ExplosionPart::getAngle() |
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| 249 | { |
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| 250 | return angle_; |
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| 251 | } |
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[10810] | 252 | |
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[11025] | 253 | float ExplosionPart::getDelay() |
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| 254 | { |
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| 255 | return delay_; |
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| 256 | } |
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[10837] | 257 | |
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| 258 | |
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| 259 | |
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[11025] | 260 | } |
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