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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.
*/
/* ShellSceneNode:
* Encapsulates information for rendering a regular
* looking shot (as opposed to a shock wave or laser).
*/
#ifndef BZF_SHELL_SCENE_NODE_H
#define BZF_SHELL_SCENE_NODE_H
#include "common.h"
#include "ShotSceneNode.h"
const GLfloat ShellRadius = 0.5f;
class ShellSceneNode : public ShotSceneNode {
public:
ShellSceneNode(const GLfloat pos[3],
const GLfloat forward[3]);
~ShellSceneNode();
void move(const GLfloat pos[3], const GLfloat forward[3]);
void notifyStyleChange();
void addRenderNodes(SceneRenderer&);
void addShadowNodes(SceneRenderer&);
protected:
class ShellRenderNode : public RenderNode {
public:
ShellRenderNode(const ShellSceneNode*);
~ShellRenderNode();
void setLighting(bool);
void render();
const GLfloat* getPosition() const { return sceneNode->getSphere(); }
private:
const ShellSceneNode* sceneNode;
bool lighted;
};
friend class ShellRenderNode;
private:
GLfloat azimuth, elevation;
OpenGLGState gstate;
ShellRenderNode renderNode;
static const GLfloat shellVertex[9][3];
static const GLfloat shellNormal[10][3];
};
#endif // BZF_SHELL_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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