File: TankSceneNode.h

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/* bzflag
 * Copyright (c) 1993-2025 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.
 */

/* TankSceneNode:
 *  Encapsulates information for rendering a tank
 */

#ifndef BZF_TANK_SCENE_NODE_H
#define BZF_TANK_SCENE_NODE_H

// Inherits from
#include "SceneNode.h"

// Common headers
#include "OpenGLLight.h"
#include "TankGeometryMgr.h"

class TankSceneNode;

class TankDeathOverride
{
public:
    virtual ~TankDeathOverride() {};

    class DeathParams
    {
    public:
        DeathParams( float param, fvec4 c): part()
        {
            scale = fvec3(1,1,1);
            explodeParam = param;
            color = c;
            draw = true;
        }

        TankGeometryEnums::TankPart part;
        fvec3 pos;
        fvec3 rot;
        fvec3 scale;
        float explodeParam;
        fvec4 color;
        bool  draw;
    };

    virtual bool SetDeathRenderParams ( DeathParams &/*params*/ ) = 0;
    virtual bool ShowExplosion ( void ) = 0;
    virtual bool GetDeathVector ( fvec3 &/*vel*/ ) = 0;
};

class TankIDLSceneNode : public SceneNode
{
public:
    TankIDLSceneNode(const TankSceneNode*);
    ~TankIDLSceneNode();

    void        move(const GLfloat plane[4]);

    void        notifyStyleChange() override;
    void        addRenderNodes(SceneRenderer&) override;
    // Irix 7.2.1 and solaris compilers appear to have a bug.  if the
    // following declaration isn't public it generates an error when trying
    // to declare SphereFragmentSceneNode::FragmentRenderNode a friend in
    // SphereSceneNode::SphereRenderNode.  i think this is a bug in the
    // compiler because:
    //   no other compiler complains
    //   public/protected/private adjust access not visibility
    //     SphereSceneNode isn't requesting access, it's granting it
//  protected:
public:
    class IDLRenderNode : public RenderNode
    {
    public:
        IDLRenderNode(const TankIDLSceneNode*);
        ~IDLRenderNode();
        void        render() override;
        const GLfloat* getPosition() const override;
    private:
        const TankIDLSceneNode* sceneNode;
        static const int    idlFaces[][5];
        static const GLfloat    idlVertex[][3];
    };
    friend class IDLRenderNode;

private:
    const TankSceneNode *tank;
    GLfloat     plane[4];
    OpenGLGState    gstate;
    IDLRenderNode   renderNode;
};

class TankSceneNode : public SceneNode
{
    friend class TankIDLSceneNode;
    friend class TankIDLSceneNode::IDLRenderNode;
public:
    TankSceneNode(const GLfloat pos[3],
                  const GLfloat forward[3]);
    ~TankSceneNode();

    void        move(const GLfloat pos[3], const GLfloat forward[3]);

    void        setColor(GLfloat r, GLfloat g,
                         GLfloat b, GLfloat a = 1.0f);
    void        setColor(const GLfloat* rgba);
    void        setMaterial(const OpenGLMaterial&);
    void        setTexture(const int);
    void        setJumpJetsTexture(const int);

    void        setNormal();
    void        setObese();
    void        setTiny();
    void        setNarrow();
    void        setThief();
    void        setDimensions(const float size[3]);

    void        setClipPlane(const float plane[4]);
    void        resetClipPlane();
    void        setExplodeFraction(float t);
    void        setJumpJets(float scale);

    void        setInTheCockpit(bool value);
    void        setOnlyShadows(bool value);

    void        rebuildExplosion();
    void        addTreadOffsets(float left, float right);

    void        notifyStyleChange();
    void        addRenderNodes(SceneRenderer&);
    void        addShadowNodes(SceneRenderer&);

    bool        cullShadow(int planeCount,
                           const float (*planes)[4]) const;

    void        addLight(SceneRenderer&);

    void        renderRadar();

    static void     setMaxLOD(int maxLevel);

    void        setDeathOverride( TankDeathOverride* o)
    {
        deathOverride = o;
    }
    TankDeathOverride   *getDeathOverride( void )
    {
        return deathOverride;
    }

    fvec3       explodePos;
protected:
    TankDeathOverride   *deathOverride;

    class TankRenderNode : public RenderNode
    {
    public:
        TankRenderNode(const TankSceneNode*);
        ~TankRenderNode();
        void        setShadow();
        void        setRadar(bool);
        void        setTreads(bool);
        void        setTankLOD(TankGeometryEnums::TankLOD);
        void        setTankSize(TankGeometryEnums::TankSize);
        void        sortOrder(bool above, bool towards, bool left);
        void        setNarrowWithDepth(bool narrow);
        const GLfloat* getPosition() const override;

        void        render() override;
        void        renderPart(TankGeometryEnums::TankPart part);
        void        renderParts();
        void        renderTopParts();
        void        renderLeftParts();
        void        renderRightParts();
        void        renderNarrowWithDepth();
        void        renderLights();
        void        renderJumpJets();
        void        setupPartColor(TankGeometryEnums::TankPart part);
        bool        setupTextureMatrix(TankGeometryEnums::TankPart part);

    protected:
        const TankSceneNode* sceneNode;
        TankGeometryEnums::TankLOD drawLOD;
        TankGeometryEnums::TankSize drawSize;
        const GLfloat*  color;
        GLfloat     alpha;
        bool        isRadar;
        bool        isTreads;
        bool        isShadow;
        bool        left;
        bool        above;
        bool        towards;
        bool        isExploding;
        bool        narrowWithDepth;
        GLfloat     explodeFraction;
        static const GLfloat centerOfGravity[TankGeometryEnums::LastTankPart][3];
    };
    friend class TankRenderNode;

private:
    GLfloat     azimuth, elevation;
    GLfloat     baseRadius;
    float       dimensions[3]; // tank dimensions
    float       leftTreadOffset;
    float       rightTreadOffset;
    float       leftWheelOffset;
    float       rightWheelOffset;
    bool        useDimensions;
    bool        onlyShadows;
    bool        transparent, sort;
    float       explodeFraction;
    bool        clip;
    bool        inTheCockpit;
    GLfloat     color[4];
    GLdouble        clipPlane[4];
    OpenGLGState    gstate;
    OpenGLGState    treadState;
    OpenGLGState    lightsGState;
    TankRenderNode  tankRenderNode;
    TankRenderNode  treadsRenderNode;
    TankRenderNode  shadowRenderNode;
    TankGeometryEnums::TankSize tankSize;
    GLfloat     vel[TankGeometryEnums::LastTankPart][3];
    GLfloat     spin[TankGeometryEnums::LastTankPart][4];
    bool        jumpJetsOn;
    GLfloat     jumpJetsScale;
    GLfloat     jumpJetsLengths[4];
    GLfloat     jumpJetsPositions[4][3];
    OpenGLLight     jumpJetsRealLight;
    OpenGLLight     jumpJetsGroundLights[4];
    OpenGLGState    jumpJetsGState;

    static int      maxLevel;
    static const int    numLOD;
    static GLfloat  jumpJetsModel[4][3];
};


#endif // BZF_TANK_SCENE_NODE_H

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