Remove shadow blob

This commit is contained in:
Vincent Lejeune 2015-02-20 23:40:19 +01:00
parent 2206f8ad5c
commit 33c0dfe7c2
4 changed files with 0 additions and 161 deletions

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@ -1,87 +0,0 @@
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2009-2013 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/shadow.hpp"
#include "graphics/irr_driver.hpp"
#include <IMesh.h>
#include <IMeshSceneNode.h>
#include <ISceneNode.h>
Shadow::Shadow(video::ITexture *texture, scene::ISceneNode *node,
float scale = 1.0, float x_offset = 0.0, float y_offset = 0.0,
float z_offset = 0.0)
{
video::SMaterial m;
m.setTexture(0, texture);
m.BackfaceCulling = false;
m.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
m.setFlag(video::EMF_ZWRITE_ENABLE , false);
m_mesh = irr_driver->createQuadMesh(&m, /*create_one_quad*/true);
scene::IMeshBuffer *buffer = m_mesh->getMeshBuffer(0);
irr::video::S3DVertex* v=(video::S3DVertex*)buffer->getVertices();
v[0].Pos.X = -scale+x_offset; v[0].Pos.Z = scale+z_offset; v[0].Pos.Y = 0.01f-y_offset;
v[1].Pos.X = scale+x_offset; v[1].Pos.Z = scale+z_offset; v[1].Pos.Y = 0.01f-y_offset;
v[2].Pos.X = scale+x_offset; v[2].Pos.Z = -scale+z_offset; v[2].Pos.Y = 0.01f-y_offset;
v[3].Pos.X = -scale+x_offset; v[3].Pos.Z = -scale+z_offset; v[3].Pos.Y = 0.01f-y_offset;
v[0].TCoords = core::vector2df(0,0);
v[1].TCoords = core::vector2df(1,0);
v[2].TCoords = core::vector2df(1,1);
v[3].TCoords = core::vector2df(0,1);
core::vector3df normal(0, 0, 1.0f);
v[0].Normal = normal;
v[1].Normal = normal;
v[2].Normal = normal;
v[3].Normal = normal;
buffer->recalculateBoundingBox();
m_node = irr_driver->addMesh(m_mesh, "shadow");
#ifdef DEBUG
m_node->setName("shadow");
#endif
m_mesh->drop(); // the node grabs the mesh, so we can drop this reference
m_node->setAutomaticCulling(scene::EAC_OFF);
m_parent_kart_node = node;
m_parent_kart_node->addChild(m_node);
} // Shadow
// ----------------------------------------------------------------------------
Shadow::~Shadow()
{
// Note: the mesh was not loaded from disk, so it is not cached,
// and does not need to be removed. It's clean up when removing the node
m_parent_kart_node->removeChild(m_node);
} // ~Shadow
// ----------------------------------------------------------------------------
/** Removes the shadow, used for the simplified shadow when the kart is in
* the air.
*/
void Shadow::disableShadow()
{
m_node->setVisible(false);
}
// ----------------------------------------------------------------------------
/** Enables the shadow again, after it was disabled with disableShadow().
*/
void Shadow::enableShadow()
{
m_node->setVisible(true);
}
// ----------------------------------------------------------------------------

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@ -1,59 +0,0 @@
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2009-2013 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_SHADOW_HPP
#define HEADER_SHADOW_HPP
#include "utils/no_copy.hpp"
#include <string>
namespace irr
{
namespace scene { class ISceneNode; class IMesh; }
namespace video { class ITexture; }
}
using namespace irr;
/**
* \brief This class is used to enable a shadow for a kart.
* For now it uses a simple texture to simulate the shadow, real time shadows might
* be added later.
* \ingroup graphics
*/
class Shadow : public NoCopy
{
private:
/** The scene node for the shadow. */
scene::ISceneNode *m_node;
/** The mesh of the shadow. */
scene::IMesh *m_mesh;
/** The scene node of the kart to which this shadow belongs. */
scene::ISceneNode *m_parent_kart_node;
public:
Shadow(video::ITexture *texture, scene::ISceneNode *node,
float scale, float x_offset, float y_offset,float z_offset);
~Shadow();
void enableShadow();
void disableShadow();
}; // Shadow
#endif
/* EOF */

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@ -32,7 +32,6 @@
#include "graphics/particle_emitter.hpp"
#include "graphics/particle_kind.hpp"
#include "graphics/particle_kind_manager.hpp"
#include "graphics/shadow.hpp"
#include "graphics/skid_marks.hpp"
#include "graphics/slip_stream.hpp"
#include "graphics/stk_text_billboard.hpp"
@ -117,7 +116,6 @@ Kart::Kart (const std::string& ident, unsigned int world_kart_id,
m_squash_time = 0.0f;
m_shadow_enabled = false;
m_shadow = NULL;
m_wheel_box = NULL;
m_collision_particles = NULL;
m_slipstream = NULL;
@ -268,7 +266,6 @@ Kart::~Kart()
if(m_attachment) delete m_attachment;
if(m_stars_effect) delete m_stars_effect;
delete m_shadow;
if (m_wheel_box) m_wheel_box->remove();
if(m_skidmarks) delete m_skidmarks ;
@ -1407,11 +1404,9 @@ void Kart::update(float dt)
if((!isOnGround() || emergency) && m_shadow_enabled)
{
m_shadow_enabled = false;
m_shadow->disableShadow();
}
if(!m_shadow_enabled && isOnGround() && !emergency)
{
m_shadow->enableShadow();
m_shadow_enabled = true;
}
} // update
@ -2469,13 +2464,6 @@ void Kart::loadData(RaceManager::KartType type, bool is_animated_model)
->isFogEnabled() );
}
m_shadow = new Shadow(m_kart_properties->getShadowTexture(),
m_node,
m_kart_properties->getShadowScale(),
m_kart_properties->getShadowXOffset(),
m_kart_properties->getGraphicalYOffset(),
m_kart_properties->getShadowZOffset());
World::getWorld()->kartAdded(this, m_node);
} // loadData

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@ -170,9 +170,6 @@ private:
/** Is time flying activated */
bool m_is_jumping;
/** The shadow of a kart. */
Shadow *m_shadow;
/** If a kart is flying, the shadow is disabled (since it is
* stuck to the kart, i.e. the shadow would be flying, too). */
bool m_shadow_enabled;