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lightning.h

/***************************************************************************
 *   Copyright (C) 2005 by Peter Müller                                    *
 *   pmueller@cs.tu-berlin.de                                              *
 *   Copyright (C) 2008 by John Stamp <jstamp@users.sourceforge.net>       *
 *                                                                         *
 *   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 2 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.,                                       *
 *   51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA            *
 ***************************************************************************/
#ifndef LIGHTNING_H
#define LIGHTNING_H

#include "global.h"
#include "cometenmath.h"
#include "comet.h"
#include "glow.h"

class Lightning : public Comet
{
private:
      class Line {
      public:
            Vec3f p1, p2;
            Vec3f dir; // normalize dir, (p2 - p1)
            double l;  // p1 + l*dir = p2
            double width; 
      };
      
      class LightningVertex {
      public:
            Vec3f pos;
            float uv[2];
      };
      
public:
      Lightning(CometenScene* scene, double time,
                const Vec3f& start, const Vec3f& endPoint);
      ~Lightning();
      
      virtual void process(double time, double deltat);
      virtual void render(const Vec3f& campos);
      virtual void destroy(double time);
      virtual bool isDestroyed();
      virtual bool isDone();
      
private:
      double lifeTime;
      double startTime;
      double transparency;
      bool done;
      
      void createLightning(const Vec3f& start, const Vec3f& end, 
                           int detail, int split, double width);
      int buildVertexArray(const Vec3f& campos, double width2,
                            const vector<Line>& lines);
      
      Vec3f startPoint;
      Vec3f endPoint;
      
      GLuint texture;
      vector<Line> lines;
      vector<Line> lines2;
      LightningVertex* vertices;
      int maxVertices;
};


class Blitz : public Comet {
public:
      Blitz(CometenScene* scene, double time);
      ~Blitz();
      
      virtual void process(double time, double deltat);
      virtual void render(const Vec3f& campos);
      virtual void destroy(double time);
      virtual bool isDestroyed();
      virtual bool isDone();
private:
      double startTime;
      double nextBlitz;
      double interval;
      int num;
      bool done;
};



#endif

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