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source: code/branches/gui/src/orxonox/objects/ParticleSpawner.cc @ 2030

Last change on this file since 2030 was 1686, checked in by rgrieder, 16 years ago

Moved most of the GraphicsEngine code to GSRoot and GSGraphics.
GraphicsEngine is now more of a legacy object to ensure functionality until there is a new solution.

  • 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 <OgreSceneManager.h>
33#include "core/CoreIncludes.h"
34#include "core/Executor.h"
35#include "tools/ParticleInterface.h"
36#include "GraphicsEngine.h"
37
38namespace orxonox
39{
40    CreateFactory(ParticleSpawner);
41
42    ParticleSpawner::ParticleSpawner()
43    {
44        RegisterObject(ParticleSpawner);
45        this->particle_ = 0;
46    }
47
48    ParticleSpawner::ParticleSpawner(const std::string& templateName, LODParticle::LOD detaillevel, float lifetime, float startdelay, float destroydelay, const Vector3& direction)
49    {
50        RegisterObject(ParticleSpawner);
51        this->setParticle(templateName, detaillevel, lifetime, startdelay, destroydelay, direction);
52    }
53
54    void ParticleSpawner::setParticle(const std::string& templateName, LODParticle::LOD detaillevel, float lifetime, float startdelay, float destroydelay, const Vector3& direction)
55    {
56        ExecutorMember<ParticleSpawner>* executor = createExecutor(createFunctor(&ParticleSpawner::createParticleSpawner));
57        this->destroydelay_ = destroydelay;
58        executor->setDefaultValues(lifetime);
59        this->timer_.setTimer(startdelay, false, this, executor);
60        this->particle_ = new ParticleInterface(templateName, detaillevel);
61        this->particle_->addToSceneNode(this->getNode());
62        this->particle_->setEnabled(false);
63        if (direction != Vector3::ZERO)
64        {
65            this->particle_->getAllEmitters()->setDirection(direction);
66        }
67    }
68
69    ParticleSpawner::~ParticleSpawner()
70    {
71        if (this->isInitialized() && this->particle_)
72        {
73            this->particle_->detachFromSceneNode();
74            delete this->particle_;
75        }
76    };
77
78    void ParticleSpawner::destroy()
79    {
80        this->setPosition(this->getNode()->getParent()->getPosition());
81        this->getNode()->getParent()->removeChild(this->getNode());
82        GraphicsEngine::getInstance().getLevelSceneManager()->getRootSceneNode()->addChild(this->getNode());
83        if (this->particle_)
84            this->particle_->setEnabled(false);
85        if (!this->timer_.isActive() || this->timer_.getRemainingTime() > this->destroydelay_)
86            this->timer_.setTimer(this->destroydelay_, false, this, createExecutor(createFunctor(&ParticleSpawner::destroyParticleSpawner)));
87    }
88
89    void ParticleSpawner::createParticleSpawner(float lifetime)
90    {
91        this->particle_->setEnabled(true);
92        if (lifetime != 0)
93            this->timer_.setTimer(lifetime, false, this, createExecutor(createFunctor(&ParticleSpawner::destroyParticleSpawner)));
94    }
95
96    void ParticleSpawner::destroyParticleSpawner()
97    {
98        delete this;
99    }
100
101    void ParticleSpawner::setVisible(bool visible)
102    {
103        if (this->particle_)
104            this->particle_->setEnabled(visible);
105    }
106}
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