stk-code_catmod/src/graphics/water.hpp
2014-07-29 00:35:43 +02:00

73 lines
2.2 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013 Lauri Kasanen
//
// 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_WATER_HPP
#define HEADER_WATER_HPP
#include <IMeshSceneNode.h>
#include <utils/cpp2011.hpp>
using namespace irr;
namespace irr
{
namespace scene { class IMesh; }
}
// The actual node
class WaterNode: public scene::IMeshSceneNode
{
public:
WaterNode(scene::ISceneManager* mgr, scene::IMesh *mesh, float height, float speed,
float length);
virtual ~WaterNode();
virtual void render() OVERRIDE;
virtual const core::aabbox3d<f32>& getBoundingBox() const OVERRIDE
{
return m_box;
}
virtual void OnRegisterSceneNode() OVERRIDE;
virtual u32 getMaterialCount() const OVERRIDE { return 1; }
virtual video::SMaterial& getMaterial(u32 i) OVERRIDE { return m_mat; }
virtual scene::ESCENE_NODE_TYPE getType() const OVERRIDE { return scene::ESNT_MESH; }
virtual void setMesh(scene::IMesh *) OVERRIDE {}
virtual scene::IMesh *getMesh() OVERRIDE { return m_mesh; }
virtual void setReadOnlyMaterials(bool) OVERRIDE {}
virtual bool isReadOnlyMaterials() const OVERRIDE { return false; }
virtual scene::IShadowVolumeSceneNode* addShadowVolumeSceneNode
(const scene::IMesh*, int, bool, f32) OVERRIDE { return NULL; }
protected:
video::SMaterial m_mat;
core::aabbox3df m_box;
scene::IMesh *m_mesh;
float m_height;
float m_speed;
float m_length;
};
#endif