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- //-----------------------------------------------------------------------------
- // 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<AppMesh*> mMeshes;
- Vector<AppNode*> 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_
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