ThingParticle.cpp

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00001 /*
00002 SagaEngine library
00003 Copyright (c) 2002-2006 Skalden Studio AS
00004 
00005 This software is provided 'as-is', without any express or implied 
00006 warranty. In no event will the authors be held liable for any 
00007 damages arising from the use of this software.
00008 
00009 Permission is granted to distribute the library under the terms of the 
00010 Q Public License version 1.0. Be sure to read and understand the license
00011 before using the library. It should be included here, or you may read it
00012 at http://www.trolltech.com/products/qt/licenses/licensing/qpl
00013 
00014 The original version of this library can be located at:
00015 http://www.sagaengine.com/
00016 
00017 Rune Myrland
00018 rune@skalden.com
00019 */
00020 
00021 
00022 #include "ThingMOInfo.hpp"
00023 #include "ThingParticle.hpp"
00024 #include "../schema/O3dSchema.hpp"
00025 #include <OgreSceneManager.h>
00026 #include <OgreSceneNode.h>
00027 #include <OgreParticleSystem.h>
00028 #include <cstdio>
00029 #include <cstring>
00030 
00031 namespace se_ogre {
00032 
00033     ThingParticle
00034     ::ThingParticle(se_core::PosComponent& thing, const ThingMOInfo& info, const ThingMOFactory& factory)
00035         : ThingMO(thing, info, factory), movableObject_(0), init_(2) {
00036 
00037         // Create a unique entity name
00038         hasAnimation_ = true;
00039     }
00040 
00041 
00042     ThingParticle
00043     ::~ThingParticle() {
00044         if(movableObject_) {
00045             O3dSchema::sceneManager->destroyMovableObject(movableObject_);
00046             movableObject_ = 0;
00047         }
00048     }
00049 
00050 
00051     void ThingParticle
00052     ::animate(long when, float stepDelta, float timeSinceLastFrame) {
00053         // Set the mesh
00054         --init_;
00055         if(init_ <= 0) {
00056             hasAnimation_ = false;
00057             char name[128];
00058             sprintf(name, "%d-%s", (size_t)thing_.owner()->id(), thing_.owner()->name());
00059             movableObject_ = O3dSchema::sceneManager->createMovableObject(name, info_.movableObjectType_.get(), &info_.params_);
00060             movableObject_->setCastShadows(false);
00061             node_->attachObject(movableObject_);
00062             particle_ = static_cast<Ogre::ParticleSystem*>(movableObject_);
00063         }
00064     }
00065 
00066 
00067 }

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