stk-code_catmod/src/tracks/track_object.hpp
hikerstk 9bc617bede Removed unused variable, added some documentation.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@8758 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2011-05-29 23:04:00 +00:00

100 lines
3.3 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.
#ifndef HEADER_TRACK_OBJECT_HPP
#define HEADER_TRACK_OBJECT_HPP
#include <vector3d.h>
#include <IAnimatedMeshSceneNode.h>
namespace irr
{
namespace scene { class IAnimatedMesh; class ISceneNode; }
}
using namespace irr;
#include "utils/no_copy.hpp"
#include "utils/vec3.hpp"
class XMLNode;
/**
* \ingroup tracks
* This is a base object for any separate object on the track, which
* might also have a skeletal animation. This is used by objects that
* have an IPO animation, as well as physical objects.
*/
class TrackObject : public scene::IAnimationEndCallBack, public NoCopy
{
//public:
// The different type of track objects: physical objects, graphical
// objects (without a physical representation) - the latter might be
// eye candy (to reduce work for physics), ...
//enum TrackObjectType {TO_PHYSICAL, TO_GRAPHICAL};
private:
/** True if the object is currently being displayed. */
bool m_enabled;
/** True if it is a looped animation. */
bool m_is_looped;
/** Start frame of the animation to be played. */
unsigned int m_frame_start;
/** End frame of the animation to be played. */
unsigned int m_frame_end;
virtual void OnAnimationEnd(scene::IAnimatedMeshSceneNode* node);
protected:
/** The irrlicht scene node this object is attached to. */
scene::ISceneNode *m_node;
/** The mesh used here. It needs to be stored so that it can be
* removed from irrlicht's mesh cache when it is deleted. */
scene::IAnimatedMesh *m_mesh;
/** The initial XYZ position of the object. */
core::vector3df m_init_xyz;
/** The initial hpr of the object. */
core::vector3df m_init_hpr;
/** The initial scale of the object. */
core::vector3df m_init_scale;
public:
TrackObject(const XMLNode &xml_node);
~TrackObject();
virtual void update(float dt);
virtual void reset();
/** To finish object constructions. Called after the track model
* is ready. */
virtual void init() {};
/** Called when an explosion happens. As a default does nothing, will
* e.g. be overwritten by physical objects etc. */
virtual void handleExplosion(const Vec3& pos, bool directHit) {};
void setEnable(bool mode);
scene::ISceneNode* getNode() { return m_node; }
}; // TrackObject
#endif