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/* bzflag
* Copyright (c) 1993 - 2008 Tim Riker
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the license found in the file
* named COPYING that should have accompanied this file.
*
* THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
/* LaserSceneNode:
* Encapsulates information for rendering a laser beam.
*/
#ifndef BZF_LASER_SCENE_NODE_H
#define BZF_LASER_SCENE_NODE_H
#include "common.h"
#include "SceneNode.h"
class LaserSceneNode : public SceneNode {
public:
LaserSceneNode(const GLfloat pos[3],
const GLfloat forward[3]);
~LaserSceneNode();
void setTexture(const int);
bool cull(const ViewFrustum&) const;
void notifyStyleChange();
void addRenderNodes(SceneRenderer&);
protected:
class LaserRenderNode : public RenderNode {
public:
LaserRenderNode(const LaserSceneNode*);
~LaserRenderNode();
void render();
const GLfloat* getPosition() const { return sceneNode->getSphere(); }
private:
const LaserSceneNode* sceneNode;
static GLfloat geom[6][2];
};
friend class LaserRenderNode;
private:
GLfloat azimuth, elevation;
GLfloat length;
bool texturing;
OpenGLGState gstate;
LaserRenderNode renderNode;
};
#endif // BZF_LASER_SCENE_NODE_H
// Local Variables: ***
// mode:C++ ***
// tab-width: 8 ***
// c-basic-offset: 2 ***
// indent-tabs-mode: t ***
// End: ***
// ex: shiftwidth=2 tabstop=8
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