stk-code_catmod/src/graphics/skid_marks.hpp
hikerstk c1a239a7e6 More NoCopy - embarrassingly left out in previous commit :(
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5933 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2010-09-09 00:30:58 +00:00

96 lines
3.3 KiB
C++

// $Id$
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
//
// 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_SKID_MARK_HPP
#define HEADER_SKID_MARK_HPP
#include <vector>
#include "irrlicht.h"
using namespace irr;
#include "utils/no_copy.hpp"
#include "utils/vec3.hpp"
class Kart;
/** \brief This class is responsible for drawing skid marks for a kart.
* \ingroup graphics
*/
class SkidMarks : public NoCopy
{
private:
/** Reference to the kart to which these skidmarks belong. */
const Kart &m_kart;
/** True if the kart was skidding in the previous frame. */
bool m_skid_marking;
/** Reduce effect of Z-fighting. */
float m_width;
/** Index of current (last added) skid mark quad. */
int m_current;
/** Initial alpha value. */
static const int m_start_alpha;
/** Initial grey value, same for the 3 channels. */
static const int m_start_grey;
/** Material to use for the skid marks. */
video::SMaterial *m_material;
class SkidMarkQuads : public scene::SMeshBuffer, public NoCopy
{
/** Used to move skid marks at the same location slightly on
* top of each other to avoid a 'wobbling' effect when sometines
* the first and sometimes the 2nd one is drawn on top
*/
float m_z_offset;
/** Fade out = alpha value. */
float m_fade_out;
/** For culling, we need the overall radius of the skid marks. We
* approximate this by maintaining an axis-aligned boundary box. */
core::aabbox3df m_aabb;
public:
SkidMarkQuads (const Vec3 &left, const Vec3 &right,
video::SMaterial *material, float z_offset);
void add (const Vec3 &left,
const Vec3 &right);
void fade (float f);
/** Returns the aabb of this skid mark quads. */
const core::aabbox3df &getAABB() { return m_aabb; }
}; // SkidMarkQuads
/** Two skidmark objects for the left and right wheel. */
std::vector<SkidMarkQuads *> m_left, m_right;
/** The nodes where each left/right pair is attached to. */
std::vector<scene::IMeshSceneNode *> m_nodes;
/** Shared static so that consecutive skidmarks are at a slightly
* different height. */
static float m_avoid_z_fighting;
public:
SkidMarks(const Kart& kart, float width=0.2f);
~SkidMarks();
void update (float dt);
void reset();
}; // SkidMarks
#endif
/* EOF */