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/* bzflag
* Copyright (c) 1993 - 2006 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 MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
/* OccluderSceneNode:
* Encapsulates information for an occluder
* plane. Occluders are never rendered.
*/
#ifndef BZF_OCCLUDER_SCENE_NODE_H
#define BZF_OCCLUDER_SCENE_NODE_H
#include "common.h"
// common implementation headers
#include "SceneNode.h"
#include "MeshFace.h"
class OccluderSceneNode : public SceneNode {
public:
OccluderSceneNode(const MeshFace* face);
~OccluderSceneNode();
// virtual functions from SceneNode
bool cull(const ViewFrustum&) const;
bool inAxisBox(const Extents& exts) const;
void addShadowNodes(SceneRenderer&) { return; }
void addRenderNodes(SceneRenderer&) { return; }
void renderRadar() { return; }
int getVertexCount () const
{ return vertexCount; }
const GLfloat* getVertex (int vertex) const
{ return vertices[vertex]; }
private:
int vertexCount;
GLfloat3* vertices;
};
#endif // BZF_OCCLUDER_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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