| 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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| 30 |  | 
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| 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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| 38 | RegisterClass(ExplosionPart); | 
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| 39 |  | 
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| 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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| 44 | this->LOD_ = LODParticle::Normal; | 
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| 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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| 49 | this->effect1Particle_= NULL; | 
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| 50 | this->effect2Particle_= NULL; | 
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| 51 | this->explosionEntity_ = new MovableEntity(this->getContext()); | 
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| 52 | this->posOffset_ = Vector3::ZERO; | 
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| 53 |  | 
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| 54 |  | 
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| 55 |  | 
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| 56 | } | 
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| 57 |  | 
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| 58 |  | 
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| 59 | ExplosionPart::~ExplosionPart() | 
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| 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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| 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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| 80 |  | 
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| 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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| 91 |  | 
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| 92 |  | 
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| 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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| 97 |  | 
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| 98 | void ExplosionPart::stop() | 
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| 99 | { | 
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| 100 | if (this->effect1Particle_) | 
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| 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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| 106 |  | 
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| 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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| 112 | } | 
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| 113 |  | 
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| 114 | void ExplosionPart::ActuallyExplode() | 
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| 115 | { | 
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| 116 | this->model_->setVisible(true); | 
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| 117 |  | 
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| 118 | //this->explosionEntity_->setSyncMode(0); | 
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| 119 |  | 
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| 120 | //this->model_->setSyncMode(0); | 
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| 121 |  | 
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| 122 |  | 
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| 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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| 129 |  | 
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| 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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| 136 |  | 
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| 137 |  | 
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| 138 |  | 
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| 139 |  | 
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| 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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| 147 | Vector3 finalDirection = direction_ + sin((rnd(0, angle_))*math::pi/180)*velocityOffset; | 
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| 148 |  | 
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| 149 | this->explosionEntity_->setVelocity(finalDirection*rnd(minSpeed_,maxSpeed_)); | 
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| 150 | this->explosionEntity_->setAngularVelocity(Vector3(rnd(-1, 1), rnd(-1, 1), rnd(-1, 1)).normalisedCopy() * Degree(400).valueRadians()); | 
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| 151 | this->explosionEntity_->setScale(this->getScale() * 4); | 
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| 152 |  | 
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| 153 |  | 
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| 154 | this->explosionEntity_->attach(model_); | 
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| 155 |  | 
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| 156 |  | 
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| 157 | this->attach(explosionEntity_); | 
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| 158 |  | 
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| 159 | if (GameMode::isMaster()) | 
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| 160 | { | 
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| 161 | this->destroyTimer_.setTimer(rnd(2, 4), false, createExecutor(createFunctor(&ExplosionPart::stop, this))); | 
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| 162 | } | 
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| 163 | } | 
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| 164 |  | 
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| 165 |  | 
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| 166 |  | 
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| 167 |  | 
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| 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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| 177 |  | 
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| 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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| 182 |  | 
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| 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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| 187 |  | 
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| 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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| 192 |  | 
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| 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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| 197 |  | 
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| 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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| 203 |  | 
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| 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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| 208 |  | 
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| 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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| 213 |  | 
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| 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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| 218 |  | 
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| 219 | std::string& ExplosionPart::getMesh() | 
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| 220 | { return this->mesh_; } | 
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| 221 |  | 
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| 222 | std::string& ExplosionPart::getEffect1() | 
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| 223 | { return this->effect1_; } | 
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| 224 |  | 
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| 225 | std::string& ExplosionPart::getEffect2() | 
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| 226 | { return this->effect2_; } | 
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| 227 |  | 
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| 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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| 232 |  | 
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| 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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| 237 |  | 
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| 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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| 242 |  | 
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| 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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| 247 |  | 
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| 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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| 252 |  | 
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| 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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| 257 |  | 
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| 258 |  | 
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| 259 |  | 
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| 260 | } | 
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