stk-code_catmod/src/graphics/shadow.cpp
hikerstk 41f69b89bd Added names to scene nodes.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5731 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2010-08-08 22:54:04 +00:00

85 lines
3.0 KiB
C++

// $Id$
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2009 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 "irrlicht.h"
#include "graphics/irr_driver.hpp"
Shadow::Shadow(video::ITexture *texture, scene::ISceneNode *node)
{
video::SMaterial m;
m.setTexture(0, texture);
m.BackfaceCulling = false;
m.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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 = -1.0f; v[0].Pos.Z = 1.0f; v[0].Pos.Y = 0.01f;
v[1].Pos.X = 1.0f; v[1].Pos.Z = 1.0f; v[1].Pos.Y = 0.01f;
v[2].Pos.X = 1.0f; v[2].Pos.Z = -1.0f; v[2].Pos.Y = 0.01f;
v[3].Pos.X = -1.0f; v[3].Pos.Z = -1.0f; v[3].Pos.Y = 0.01f;
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);
#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);
}
// ----------------------------------------------------------------------------