/* * 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 ParticleProjectile.h @brief Implementation of the ParticleProjectile class. */ #include "ParticleProjectile.h" #include #include "core/CoreIncludes.h" #include "tools/ParticleInterface.h" #include "Scene.h" namespace orxonox { RegisterClass(ParticleProjectile); ParticleProjectile::ParticleProjectile(Context* context) : Projectile(context) { RegisterObject(ParticleProjectile); this->particles_ = nullptr; //setEffect("Orxonox/sparks2"); } ParticleProjectile::~ParticleProjectile() { if (this->isInitialized() && this->particles_) { this->detachOgreObject(this->particles_->getParticleSystem()); delete this->particles_; } } /** @brief Is called when the visibility of the ParticleProjectile has changed. */ void ParticleProjectile::changedVisibility() { SUPER(ParticleProjectile, changedVisibility); // Change the visibility of the particles. if (this->particles_) this->particles_->setEnabled(this->isVisible()); } void ParticleProjectile::setEffect(const std::string& effect) { // If we already have a particle interface, delete it if (this->particles_) { this->detachOgreObject(this->particles_->getParticleSystem()); delete this->particles_; this->particles_ = nullptr; } if (GameMode::showsGraphics()) { // Create the particles. this->particles_ = new ParticleInterface(this->getScene()->getSceneManager(), effect, LODParticle::Normal); this->attachOgreObject(this->particles_->getParticleSystem()); this->particles_->setKeepParticlesInLocalSpace(0); for (unsigned int i = 0; i < this->particles_->getNumEmitters(); ++i) this->particles_->getEmitter(i)->setDirection(-WorldEntity::FRONT); } else { this->particles_ = nullptr; } } }