git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12817 178a84e3-b1eb-0310-8ba1-8eac791a3b58
116 lines
4.5 KiB
C++
116 lines
4.5 KiB
C++
//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2011 Joerg Henrichs
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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_REFEREE_HPP
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#define HEADER_REFEREE_HPP
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#include "irrlicht.h"
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using namespace irr;
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#include "utils/vec3.hpp"
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class AbstractKart;
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/**
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* \ingroup graphics
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* This implements the referee, a character that is displayed at the start
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* of the race holding a 'ready-set-go' traffic light (or so). It contains
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* various static functions and variables which are used to store the
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* original mesh, offsets, rotation, ... of the referee.
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* Each instance of Referee then has a scene node where the referee is
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* shown. One instance of this object is used to display the referee
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* for all(!) karts, i.e. the scene node is moved and rotated before
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* rendering the view for each of the cameras. This reduces rendering
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* effect somewhat, and helps making the startup less crowded.
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*/
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class Referee
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{
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private:
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/** The static mesh, which is loaded from a static function and shared
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* between all instances. */
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static scene::IAnimatedMesh *m_st_referee_mesh;
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/** The three textures to use for ready, set, go. */
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static video::ITexture *m_st_traffic_lights[3];
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/** Which mesh buffer to use to show the traffic light texture. */
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static int m_st_traffic_buffer;
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/** Start frame of start animation. */
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static int m_st_first_start_frame;
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/** End frame of start animation. */
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static int m_st_last_start_frame;
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/** Start frame of rescue animation. */
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static int m_st_first_rescue_frame;
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/** End frame of rescue animation. */
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static int m_st_last_rescue_frame;
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/** The position the referee should be shown relative to the kart
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* when starting the race. */
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static Vec3 m_st_start_offset;
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/** Scaling to be applied to the referee. */
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static Vec3 m_st_scale;
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/** A rotation to be applied to the referee before displaying it. */
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static Vec3 m_st_start_rotation;
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/** The scene node for an instance of the referee. */
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scene::IAnimatedMeshSceneNode *m_scene_node;
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public:
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Referee();
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Referee(const AbstractKart &kart);
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~Referee();
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void selectReadySetGo(int rsg);
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void attachToSceneNode();
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static void init();
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static void cleanup();
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void removeFromSceneGraph();
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// ------------------------------------------------------------------------
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/** Returns the scene node of this referee. */
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scene::IAnimatedMeshSceneNode* getSceneNode() { return m_scene_node; }
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// ------------------------------------------------------------------------
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/** Moves the referee to the specified position. */
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void setPosition(const Vec3 &xyz)
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{m_scene_node->setPosition(xyz.toIrrVector()); }
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// ------------------------------------------------------------------------
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/** Sets the rotation of the scene node (in degrees).
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* \param hpr Rotation in degrees. */
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void setRotation(const Vec3 &hpr)
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{ m_scene_node->setRotation(hpr.toIrrVector()); }
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// ------------------------------------------------------------------------
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/** Returns true if this referee is attached to the scene graph. */
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bool isAttached() const {return m_scene_node->getParent()!=NULL;}
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// ------------------------------------------------------------------------
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/** Returns the graphical offset the referee should be drawn at at the
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* start of a race. */
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static const Vec3& getStartOffset() {return m_st_start_offset; }
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// ------------------------------------------------------------------------
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/** Returns the rotation of the mesh so that it faces the kart (when
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* applied to a kart with heading 0). */
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static const Vec3& getStartRotation() {return m_st_start_rotation; }
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}; // Referee
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#endif
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/* EOF */
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