Fixed coding style issues (same should be done with speedweight objects).
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3edff9523e
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37af3a3690
@ -273,17 +273,17 @@ KartModel::~KartModel()
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for (size_t i = 0; i < m_headlight_objects.size(); i++)
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{
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HeadlightObject& obj = m_headlight_objects[i];
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obj.m_node = NULL;
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if (obj.m_node)
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obj.setNode(NULL);
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if (obj.getNode())
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{
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// Master KartModels should never have a speed weighted object attached.
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// Master KartModels should never have a headlight attached.
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assert(!m_is_master);
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obj.m_node->drop();
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obj.getNode()->drop();
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}
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if (m_is_master && obj.m_model)
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if (m_is_master && obj.getModel())
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{
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irr_driver->dropAllTextures(obj.m_model);
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irr_driver->removeMeshFromCache(obj.m_model);
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irr_driver->dropAllTextures(obj.getModel());
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irr_driver->removeMeshFromCache(obj.getModel());
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}
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}
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@ -368,8 +368,8 @@ KartModel* KartModel::makeCopy(KartRenderType krt)
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km->m_headlight_objects.resize(m_headlight_objects.size());
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for (size_t i = 0; i<m_headlight_objects.size(); i++)
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{
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// Master should not have any speed weighted nodes.
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assert(!m_headlight_objects[i].m_node);
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// Master should not have any headlight nodes.
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assert(!m_headlight_objects[i].getNode());
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km->m_headlight_objects[i] = m_headlight_objects[i];
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}
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@ -448,8 +448,8 @@ scene::ISceneNode* KartModel::attachModel(bool animated_models, bool always_anim
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for (size_t i = 0; i<m_headlight_objects.size(); i++)
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{
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if (!m_headlight_objects[i].m_node) continue;
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m_headlight_objects[i].m_node->setParent(lod_node);
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if (!m_headlight_objects[i].getNode()) continue;
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m_headlight_objects[i].getNode()->setParent(lod_node);
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}
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#ifndef SERVER_ONLY
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@ -534,16 +534,19 @@ scene::ISceneNode* KartModel::attachModel(bool animated_models, bool always_anim
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{
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HeadlightObject& obj = m_headlight_objects[i];
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obj.m_node = NULL;
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if (obj.m_model)
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obj.setNode(NULL);
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if (obj.getModel())
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{
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obj.m_node = irr_driver->addMesh(obj.m_model, "kart_headlight", node, getRenderInfo());
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obj.m_node->grab();
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obj.m_node->setPosition(obj.getPosition());
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scene::ISceneNode *new_node =
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irr_driver->addMesh(obj.getModel(), "kart_headlight",
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node, getRenderInfo() );
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new_node->grab();
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obj.setNode(new_node);
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Track* track = Track::getCurrentTrack();
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if (track == NULL || track->getIsDuringDay())
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obj.m_node->setVisible(false);
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obj.getNode()->setVisible(false);
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}
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}
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@ -646,8 +649,8 @@ bool KartModel::loadModels(const KartProperties &kart_properties)
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{
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HeadlightObject& obj = m_headlight_objects[i];
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std::string full_name = kart_properties.getKartDir() + obj.getFilename();
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obj.m_model = irr_driver->getMesh(full_name);
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irr_driver->grabAllTextures(obj.m_model);
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obj.setModel(irr_driver->getMesh(full_name));
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irr_driver->grabAllTextures(obj.getModel());
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}
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Vec3 size = kart_max-kart_min;
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@ -722,7 +725,8 @@ void KartModel::loadNitroEmitterInfo(const XMLNode &node,
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// ----------------------------------------------------------------------------
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/** Loads a single speed weighted node. */
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void KartModel::loadSpeedWeightedInfo(const XMLNode* speed_weighted_node, const SpeedWeightedObject::Properties& fallback_properties)
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void KartModel::loadSpeedWeightedInfo(const XMLNode* speed_weighted_node,
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const SpeedWeightedObject::Properties& fallback_properties)
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{
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SpeedWeightedObject obj;
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obj.m_properties = fallback_properties;
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@ -778,7 +782,7 @@ void KartModel::loadHeadlights(const XMLNode &node)
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Log::warn("KartModel", "Unknown XML node in the headlights section");
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}
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}
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}
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} // loadHeadlights
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// ----------------------------------------------------------------------------
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/** Resets the kart model. It stops animation from being played and resets
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@ -84,33 +84,64 @@ struct SpeedWeightedObject
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};
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typedef std::vector<SpeedWeightedObject> SpeedWeightedObjectList;
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// ============================================================================
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/** A class to store the headlights of a kart.
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*/
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class HeadlightObject
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{
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private:
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/** The filename of the headlight model. */
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std::string m_filename;
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/** The position relative to the parent kart scene node where the
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* headlight mesh is attached to. */
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core::vector3df m_position;
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/** The mesh for the headlight. */
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scene::IMesh* m_model;
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/** The scene node of the headlight. */
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scene::ISceneNode* m_node;
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public:
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scene::IMesh* m_model;
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scene::ISceneNode* m_node;
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HeadlightObject()
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{
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m_model = NULL;
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m_node = NULL;
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}
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HeadlightObject(const std::string& filename, core::vector3df pos)
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m_model = NULL;
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m_node = NULL;
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m_filename = "";
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m_position.set(0, 0, 0);
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} // HeadlightObject
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// ------------------------------------------------------------------------
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HeadlightObject(const std::string& filename, core::vector3df &pos)
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{
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m_filename = filename;
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m_position = pos;
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m_model = NULL;
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m_node = NULL;
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}
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m_model = NULL;
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m_node = NULL;
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} // HeadlightObjects
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// ------------------------------------------------------------------------
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const std::string& getFilename() const { return m_filename; }
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const core::vector3df getPosition() const { return m_position; }
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};
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// ------------------------------------------------------------------------
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/** Sets the mesh for this headlight object. */
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void setModel(scene::IMesh *mesh) { m_model = mesh; }
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// ------------------------------------------------------------------------
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/** Sets the node of the headlight, and (if not NULL) also sets the
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* position of this scene node to be the position of the headlight. */
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void setNode(scene::ISceneNode *node)
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{
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m_node = node;
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if (m_node) m_node->setPosition(m_position);
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} // setNode
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// ------------------------------------------------------------------------
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const scene::ISceneNode *getNode() const { return m_node; }
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// ------------------------------------------------------------------------
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scene::ISceneNode *getNode() { return m_node; }
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// ------------------------------------------------------------------------
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const scene::IMesh *getModel() const { return m_model; }
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// ------------------------------------------------------------------------
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scene::IMesh *getModel() { return m_model; }
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// ------------------------------------------------------------------------
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}; // class HeadlightObject
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// ============================================================================
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/**
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* \brief This class stores a 3D kart model.
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