// // SuperTuxKart - a fun racing game with go-kart // Copyright (C) 2011-2013 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_REFEREE_HPP #define HEADER_REFEREE_HPP #include #include #include #include using namespace irr; #include "utils/vec3.hpp" class AbstractKart; /** * \ingroup graphics * This implements the referee, a character that is displayed at the start * of the race holding a 'ready-set-go' traffic light (or so). It contains * various static functions and variables which are used to store the * original mesh, offsets, rotation, ... of the referee. * Each instance of Referee then has a scene node where the referee is * shown. One instance of this object is used to display the referee * for all(!) karts, i.e. the scene node is moved and rotated before * rendering the view for each of the cameras. This reduces rendering * effect somewhat, and helps making the startup less crowded. */ class Referee { private: /** The static mesh, which is loaded from a static function and shared * between all instances. */ static scene::IAnimatedMesh *m_st_referee_mesh; /** The three textures to use for ready, set, go. */ static video::ITexture *m_st_traffic_lights[3]; /** Which mesh buffer to use to show the traffic light texture. */ static int m_st_traffic_buffer; /** Start frame of start animation. */ static int m_st_first_start_frame; /** End frame of start animation. */ static int m_st_last_start_frame; /** Start frame of rescue animation. */ static int m_st_first_rescue_frame; /** End frame of rescue animation. */ static int m_st_last_rescue_frame; /** The position the referee should be shown relative to the kart * when starting the race. */ static Vec3 m_st_start_offset; /** Scaling to be applied to the referee. */ static Vec3 m_st_scale; /** A rotation to be applied to the referee before displaying it. */ static Vec3 m_st_start_rotation; /** The scene node for an instance of the referee. */ scene::IAnimatedMeshSceneNode *m_scene_node; scene::ISceneNode* m_light; public: Referee(); Referee(const AbstractKart &kart); ~Referee(); void selectReadySetGo(int rsg); void attachToSceneNode(); static void init(); static void cleanup(); void removeFromSceneGraph(); // ------------------------------------------------------------------------ /** Returns the scene node of this referee. */ scene::IAnimatedMeshSceneNode* getSceneNode() { return m_scene_node; } // ------------------------------------------------------------------------ /** Moves the referee to the specified position. */ void setPosition(const Vec3 &xyz) {m_scene_node->setPosition(xyz.toIrrVector()); } // ------------------------------------------------------------------------ /** Sets the rotation of the scene node (in degrees). * \param hpr Rotation in degrees. */ void setRotation(const Vec3 &hpr) { m_scene_node->setRotation(hpr.toIrrVector()); } // ------------------------------------------------------------------------ /** Returns true if this referee is attached to the scene graph. */ bool isAttached() const {return m_scene_node->getParent()!=NULL;} // ------------------------------------------------------------------------ /** Returns the graphical offset the referee should be drawn at at the * start of a race. */ static const Vec3& getStartOffset() {return m_st_start_offset; } // ------------------------------------------------------------------------ /** Returns the rotation of the mesh so that it faces the kart (when * applied to a kart with heading 0). */ static const Vec3& getStartRotation() {return m_st_start_rotation; } }; // Referee #endif /* EOF */