5899a26aad
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14590 178a84e3-b1eb-0310-8ba1-8eac791a3b58
83 lines
2.6 KiB
C++
83 lines
2.6 KiB
C++
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2011-2013 Marianne Gagnon
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// based on code Copyright 2002-2010 Nikolaus Gebhardt
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_PER_CAMERA_HPP
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#define HEADER_PER_CAMERA_HPP
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#include <matrix4.h>
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#include <aabbox3d.h>
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#include <IDummyTransformationSceneNode.h>
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#include <ESceneNodeTypes.h>
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namespace irr
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{
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namespace scene { class ICameraSceneNode; class ISceneNode; class ISceneManager; class IMesh; }
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}
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using namespace irr;
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namespace irr
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{
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namespace scene
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{
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const int ESNT_PER_CAMERA_NODE = MAKE_IRR_ID('p','c','a','m');
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}
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}
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/**
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* \brief manages smoke particle effects
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* \ingroup graphics
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*/
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class PerCameraNode : public scene::IDummyTransformationSceneNode
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{
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private:
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core::matrix4 RelativeTransformationMatrix;
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core::aabbox3d<f32> Box;
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scene::ICameraSceneNode* m_camera;
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scene::ISceneNode* m_child;
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public:
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PerCameraNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
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scene::ICameraSceneNode* camera, scene::ISceneNode* node);
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virtual ~PerCameraNode();
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const { return Box; }
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//! Returns a reference to the current relative transformation matrix.
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//! This is the matrix, this scene node uses instead of scale, translation
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//! and rotation.
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virtual core::matrix4& getRelativeTransformationMatrix() { return RelativeTransformationMatrix; }
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//! Returns the relative transformation of the scene node.
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virtual core::matrix4 getRelativeTransformation() const { return RelativeTransformationMatrix; }
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void setCamera(scene::ICameraSceneNode* camera);
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virtual void OnRegisterSceneNode();
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virtual void render();
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virtual scene::ESCENE_NODE_TYPE getType() const { return (scene::ESCENE_NODE_TYPE)scene::ESNT_PER_CAMERA_NODE; }
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scene::ISceneNode* getChild() { return m_child; }
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};
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#endif
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