appNode.h
Engine/source/ts/loader/appNode.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _APPNODE_H_ 25#define _APPNODE_H_ 26 27#ifndef _MMATH_H_ 28#include "math/mMath.h" 29#endif 30#ifndef _TVECTOR_H_ 31#include "core/util/tVector.h" 32#endif 33#ifndef _APPMESH_H_ 34#include "ts/loader/appMesh.h" 35#endif 36 37class AppNode 38{ 39 friend class TSShapeLoader; 40 41 // add attached meshes and child nodes to app node 42 // the reason these are tracked by AppNode is that 43 // AppNode is responsible for deleting all it's children 44 // and attached meshes. 45 virtual void buildMeshList() = 0; 46 virtual void buildChildList() = 0; 47 48protected: 49 50 S32 mParentIndex; 51 Vector<AppMesh*> mMeshes; 52 Vector<AppNode*> mChildNodes; 53 char* mName; 54 char* mParentName; 55 56public: 57 58 AppNode(); 59 virtual ~AppNode(); 60 61 S32 getNumMesh(); 62 AppMesh* getMesh(S32 idx); 63 64 S32 getNumChildNodes(); 65 AppNode* getChildNode(S32 idx); 66 67 virtual MatrixF getNodeTransform(F32 time) = 0; 68 69 virtual bool isEqual(AppNode* node) = 0; 70 71 virtual bool animatesTransform(const AppSequence* appSeq) = 0; 72 73 virtual const char* getName() = 0; 74 virtual const char* getParentName() = 0; 75 76 virtual bool getFloat(const char* propName, F32& defaultVal) = 0; 77 virtual bool getInt(const char* propName, S32& defaultVal) = 0; 78 virtual bool getBool(const char* propName, bool& defaultVal) = 0; 79 80 virtual bool isBillboard(); 81 virtual bool isBillboardZAxis(); 82 virtual bool isParentRoot() = 0; 83 virtual bool isDummy(); 84 virtual bool isBounds(); 85 virtual bool isSequence(); 86 virtual bool isRoot(); 87}; 88 89#endif // _APPNODE_H_ 90