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source: code/branches/gui/src/orxonox/objects/ParticleSpawner.cc @ 1651

Last change on this file since 1651 was 1638, checked in by rgrieder, 17 years ago

merged input branch into gui test branch (was about time)
svn save (it's still a mess and CMLs haven't been updated)
I'll have to create a special project to create the tolua_bind files for tolua itself anyway..

  • Property svn:eol-style set to native
File size: 3.7 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "ParticleSpawner.h"
31
32#include "core/CoreIncludes.h"
33#include "core/Executor.h"
34#include "tools/ParticleInterface.h"
35#include "GraphicsEngine.h"
36
37namespace orxonox
38{
39    CreateFactory(ParticleSpawner);
40
41    ParticleSpawner::ParticleSpawner()
42    {
43        RegisterObject(ParticleSpawner);
44        this->particle_ = 0;
45    }
46
47    ParticleSpawner::ParticleSpawner(const std::string& templateName, LODParticle::LOD detaillevel, float lifetime, float startdelay, float destroydelay, const Vector3& direction)
48    {
49        RegisterObject(ParticleSpawner);
50        this->setParticle(templateName, detaillevel, lifetime, startdelay, destroydelay, direction);
51    }
52
53    void ParticleSpawner::setParticle(const std::string& templateName, LODParticle::LOD detaillevel, float lifetime, float startdelay, float destroydelay, const Vector3& direction)
54    {
55        ExecutorMember<ParticleSpawner>* executor = createExecutor(createFunctor(&ParticleSpawner::createParticleSpawner));
56        this->destroydelay_ = destroydelay;
57        executor->setDefaultValues(lifetime);
58        this->timer_.setTimer(startdelay, false, this, executor);
59        this->particle_ = new ParticleInterface(templateName, detaillevel);
60        this->particle_->addToSceneNode(this->getNode());
61        this->particle_->setEnabled(false);
62        if (direction != Vector3::ZERO)
63        {
64            this->particle_->getAllEmitters()->setDirection(direction);
65        }
66    }
67
68    ParticleSpawner::~ParticleSpawner()
69    {
70        if (this->isInitialized() && this->particle_)
71        {
72            this->particle_->detachFromSceneNode();
73            delete this->particle_;
74        }
75    };
76
77    void ParticleSpawner::destroy()
78    {
79        this->setPosition(this->getNode()->getParent()->getPosition());
80        this->getNode()->getParent()->removeChild(this->getNode());
81        GraphicsEngine::getSingleton().getLevelSceneManager()->getRootSceneNode()->addChild(this->getNode());
82        if (this->particle_)
83            this->particle_->setEnabled(false);
84        if (!this->timer_.isActive() || this->timer_.getRemainingTime() > this->destroydelay_)
85            this->timer_.setTimer(this->destroydelay_, false, this, createExecutor(createFunctor(&ParticleSpawner::destroyParticleSpawner)));
86    }
87
88    void ParticleSpawner::createParticleSpawner(float lifetime)
89    {
90        this->particle_->setEnabled(true);
91        if (lifetime != 0)
92            this->timer_.setTimer(lifetime, false, this, createExecutor(createFunctor(&ParticleSpawner::destroyParticleSpawner)));
93    }
94
95    void ParticleSpawner::destroyParticleSpawner()
96    {
97        delete this;
98    }
99
100    void ParticleSpawner::setVisible(bool visible)
101    {
102        if (this->particle_)
103            this->particle_->setEnabled(visible);
104    }
105}
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