topical media & game development
lib-game-delta3d-demos-fireFighter-fireactor.h / h
/* -*-c++-*-
* Delta3D Open Source Game and Simulation Engine
* Copyright (C) 2006, Alion Science and Technology, BMH Operation
*
* This library is free software; you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by the Free
* Software Foundation; either version 2.1 of the License, or (at your option)
* any later version.
*
* This library 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 Lesser General Public License for more
* details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this library; if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* William E. Johnson II
*/
ifndef DELTA_FIRE_FIGHTER_FIRE_ACTOR
define DELTA_FIRE_FIGHTER_FIRE_ACTOR
include <fireFighter/gameitemactor.h>
include <fireFighter/export.h>
include <osg/Vec4>
include <vector>
namespace dtDAL
{
class ActorProxyIcon;
}
namespace dtCore
{
class ParticleSystem;
class PositionalLight;
}
class FIRE_FIGHTER_EXPORT FireActor : public GameItemActor
{
public:
Constructor
FireActor(dtGame::GameActorProxy& proxy);
Sets the filename of the flame particle system.
parameter: filename the new filename
void SetFlameFilename(const std::string& filename);
Sets the filename of the spark particle system.
parameter: filename the new filename
void SetSparkFilename(const std::string& filename);
Sets the filename of the smoke particle system.
parameter: filename the new filename
void SetSmokeFilename(const std::string& filename);
Sets the filename of the smoke ceiling particle system.
parameter: filename the new filename
void SetSmokeCeilingFilename(const std::string& filename);
Sets the radius of the fire.
parameter: radius the new radius
void SetRadius(float radius);
Returns the radius of the fire.
returns: the current radius
float GetRadius() const;
Sets the intensity of the fire.
parameter: intensity the new intensity
void SetIntensity(float intensity);
Decreases the intensity of the fire
parameter: intensity The intensity to subtract
void DecreaseIntensity(float intensity);
Returns the intensity of the fire.
returns: the current intensity
float GetIntensity() const;
Adds a boundary plane to contain the particle systems
associated with this fire.
parameter: plane the boundary plane to add
void AddBoundaryPlane(const osg::Vec4& plane);
Removes the boundary plane at the specified index.
parameter: index the index of the boundary plane to remove
void RemoveBoundaryPlane(int index);
Gets the number of active boundary planes.
returns: the number of active boundary planes
int GetBoundaryPlaneCount() const;
Gets the boundary plane at the specified index.
parameter: dest the destination vector to hold the plane parameters
parameter: index the index of the boundary plane to retrieve
void GetBoundaryPlane(osg::Vec4& dest, int index) const;
Message handler.
parameter: data the received message
void OnTickLocal(const dtGame::TickMessage& msg);
Invokable that plays the fire sound when the hatch door is opened or closed
void PlayFireSound(const dtGame::Message& msg);
Invokable to stop all sounds associated with this actor
void StopSounds(const dtGame::Message& msg);
Sets the light rotation
parameter: rotation The rotation to set
void SetLightRotation(const osg::Vec3& rotation);
Gets the light rotation
returns: The rotation
osg::Vec3 GetLightRotation() const;
Sets the light rotation
parameter: rotation The rotation to set
void SetLightTranslation(const osg::Vec3& xyz);
Gets the light rotation
returns: The rotation
osg::Vec3 GetLightTranslation() const;
protected:
Called when the actor is added to the game manager
virtual void OnEnteredWorld();
Destructor
virtual ~FireActor();
private:
dtCore::RefPtr<dtCore::ParticleSystem> mFlameSystem, mSparkSystem, mSmokeSystem, mCeilingSystem;
dtCore::RefPtr<dtCore::PositionalLight> mLight;
The radius of the fire.
float mRadius;
The intensity of the fire.
float mIntensity;
The boundary planes that limit the particle systems.
std::vector
<osg::Vec4> mBoundaryPlanes;
};
class FIRE_FIGHTER_EXPORT FireActorProxy : public GameItemActorProxy
{
public:
Constructor
FireActorProxy();
Builds the properties of this actor
virtual void BuildPropertyMap();
Builds the invokables of this actor
virtual void BuildInvokables();
Instantiates the actor itself
virtual void CreateActor() { SetActor(*new FireActor(*this)); }
// Used in STAGE
dtDAL::ActorProxyIcon* GetBillBoardIcon();
virtual const dtDAL::ActorProxy::RenderMode& GetRenderMode()
{
return dtDAL::ActorProxy::RenderMode::DRAW_ACTOR;
}
protected:
Called when the actor is added to the game manager
virtual void OnEnteredWorld();
Destructor
virtual ~FireActorProxy();
private:
dtCore::RefPtr<dtDAL::ActorProxyIcon> mBillBoardIcon;
};
endif
(C) Æliens
04/09/2009
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