/* * 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: * Fabien Vultier * Co-authors: * ... * */ /** @file IceGunProjectile.cc @brief Implementation of the IceGunProjectile class. */ #include "IceGunProjectile.h" #include #include #include "core/CoreIncludes.h" #include "graphics/Model.h" #include "graphics/ParticleSpawner.h" #include "Scene.h" #include "core/command/Executor.h" #include "tools/ParticleInterface.h" namespace orxonox { RegisterClass(IceGunProjectile); const float IceGunProjectile::particleDestructionDelay_ = 15.0f; IceGunProjectile::IceGunProjectile(Context* context) : Projectile(context) { RegisterObject(IceGunProjectile); this->setCollisionShapeRadius(8.0f); this->setFreezeTime(3.0); this->setFreezeFactor(0.5); Model* model = new Model(this->getContext()); model->setMeshSource("laserbeam.mesh"); model->setScale(15.0); this->attach(model); model->setPosition(Vector3(0,0,0)); // Add effect. spawner_ = new ParticleSpawner(this->getContext()); this->attach(spawner_); spawner_->setOrientation(this->getOrientation()); spawner_->setSource("Orxonox/ice"); spawner_->setDeleteWithParent(false); spawner_->setDestroydelay(particleDestructionDelay_); } IceGunProjectile::~IceGunProjectile() { if (this->isInitialized()) { const Vector3& pos = spawner_->getWorldPosition(); const Quaternion& rot = spawner_->getWorldOrientation(); this->detach(spawner_); spawner_->setPosition(pos); spawner_->setOrientation(rot); this->getScene()->getRootSceneNode()->addChild(const_cast(spawner_->getNode())); this->spawner_->stop(true); } } /** @brief Sets the freeze time variable to the passed value. */ void IceGunProjectile::setFreezeTime(float freezeTime) { freezeTime_ = freezeTime; } /** @brief Sets the freeze factor variable to the passed value. */ void IceGunProjectile::setFreezeFactor(float freezeFactor) { freezeFactor_ = freezeFactor; } bool IceGunProjectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) { bool bCollision = Projectile::collidesAgainst(otherObject, cs, contactPoint); if (bCollision) { // If there was a collision, attach a IceGunFreezer to the hit object. IceGunFreezer* freezer = new IceGunFreezer(this->getContext()); freezer->setFreezeTime(freezeTime_); freezer->setFreezeFactor(freezeFactor_); otherObject->attach(freezer); Vector3 offset = this->getWorldPosition() - otherObject->getWorldPosition(); freezer->setPosition(Vector3(0,0,0)); freezer->translate(offset, WorldEntity::TransformSpace::World); // Start the freezing effect. freezer->startFreezing(); } return bCollision; } }