www.pudn.com > RCApp-src.zip > Explosion.h
/* RedEye Project (http://members.ozemail.com.au/~ndmcevoy/) Copyright (C) 2003 Nick McEvoy This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. ----------------------------------------------------------------- Commented for use with Doxygen (http://www.doxygen.org) ----------------------------------------------------------------- */ /*! \file Explosion.h * \brief Game explosion. * * This file contains the game explosion. */ #ifndef _RE_GAME_EXPLOSION_H_ #define _RE_GAME_EXPLOSION_H_ // PLIB includes #include// TODO - don't derive from transform & don't pass branch in (make like reGameEntity) class reExplosion : public ssgTransform { public: reExplosion(ssgBranch* pEntity); ~reExplosion(); void Initialise(ssgSimpleState* expl_state, int sqrt_count, float scale, float duration); void SetScale(float scale); void SetFrameDuration(float r); int FrameCount() const {return mCount;} void StartAnimation() {mpTimedSelector->control(SSG_ANIM_START);}; void StopAnimation() {mpTimedSelector->control(SSG_ANIM_STOP);}; static ssgSimpleState *MakeState(const char *explFname = 0); void SetPosition(float x, float y, float z, float scale = -1); bool IsRunning() {return mpTimedSelector->getControl() != SSG_ANIM_STOP;}; // Get the branch ssgBranch* GetRoot() {return mpEntity;}; private: void CreateStructure(); ssgBranch* mpEntity; ssgCutout* mpCutout; ssgSimpleState* mpState; ssgVertexArray* mpVertices; ssgColourArray* mpColourArray; ssgTexCoordArray** mpTextureCoordSets; float mSize; int mSqrtCount; int mCount; ssgTimedSelector* mpTimedSelector; ssgLeaf** mpLeafGeometrySets; int mListSize; static float msTextureUnitCoord[4][2]; }; #endif // _RE_GAME_EXPLOSION_H_