//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _APPNODE_H_ #define _APPNODE_H_ #ifndef _MMATH_H_ #include "math/mMath.h" #endif #ifndef _TVECTOR_H_ #include "core/util/tVector.h" #endif #ifndef _APPMESH_H_ #include "ts/loader/appMesh.h" #endif class AppNode { friend class TSShapeLoader; // add attached meshes and child nodes to app node // the reason these are tracked by AppNode is that // AppNode is responsible for deleting all it's children // and attached meshes. virtual void buildMeshList() = 0; virtual void buildChildList() = 0; protected: S32 mParentIndex; Vector mMeshes; Vector mChildNodes; char* mName; char* mParentName; public: AppNode(); virtual ~AppNode(); S32 getNumMesh(); AppMesh* getMesh(S32 idx); S32 getNumChildNodes(); AppNode* getChildNode(S32 idx); virtual MatrixF getNodeTransform(F32 time) = 0; virtual bool isEqual(AppNode* node) = 0; virtual bool animatesTransform(const AppSequence* appSeq) = 0; virtual const char* getName() = 0; virtual const char* getParentName() = 0; virtual bool getFloat(const char* propName, F32& defaultVal) = 0; virtual bool getInt(const char* propName, S32& defaultVal) = 0; virtual bool getBool(const char* propName, bool& defaultVal) = 0; virtual bool isBillboard(); virtual bool isBillboardZAxis(); virtual bool isParentRoot() = 0; virtual bool isDummy(); virtual bool isBounds(); virtual bool isSequence(); virtual bool isRoot(); }; #endif // _APPNODE_H_