65 lines
1.9 KiB
C++
65 lines
1.9 KiB
C++
//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2009-2013 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_SHADOW_HPP
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#define HEADER_SHADOW_HPP
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#include "utils/no_copy.hpp"
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class KartProperties;
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namespace irr
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{
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namespace scene { class ISceneNode; class IMesh; }
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namespace video { class ITexture; }
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}
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using namespace irr;
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/**
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* \brief This class is used to enable a shadow for a kart.
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* For now it uses a simple texture to simulate the shadow, real time shadows might
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* be added later.
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* \ingroup graphics
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*/
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class Shadow : public NoCopy
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{
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private:
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/** The scene node for the shadow. */
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scene::ISceneNode *m_node;
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/** The mesh of the shadow. */
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scene::IMesh *m_mesh;
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/** The scene node of the kart to which this shadow belongs. */
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scene::ISceneNode *m_parent_kart_node;
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/** If a kart is flying, the shadow is disabled (since it is
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* stuck to the kart, i.e. the shadow would be flying, too). */
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bool m_shadow_enabled;
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public:
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Shadow(const KartProperties *kart_properties,
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scene::ISceneNode *node, float y_offset);
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~Shadow();
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void update(bool enabled, float hot);
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}; // Shadow
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#endif
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/* EOF */
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