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Engine directory for ticket #1
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Engine/source/ts/loader/appNode.h
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88
Engine/source/ts/loader/appNode.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _APPNODE_H_
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#define _APPNODE_H_
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _APPMESH_H_
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#include "ts/loader/appMesh.h"
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#endif
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class AppNode
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{
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friend class TSShapeLoader;
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// add attached meshes and child nodes to app node
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// the reason these are tracked by AppNode is that
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// AppNode is responsible for deleting all it's children
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// and attached meshes.
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virtual void buildMeshList() = 0;
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virtual void buildChildList() = 0;
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protected:
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S32 mParentIndex;
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Vector<AppMesh*> mMeshes;
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Vector<AppNode*> mChildNodes;
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char* mName;
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char* mParentName;
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public:
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AppNode();
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virtual ~AppNode();
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S32 getNumMesh();
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AppMesh* getMesh(S32 idx);
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S32 getNumChildNodes();
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AppNode* getChildNode(S32 idx);
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virtual MatrixF getNodeTransform(F32 time) = 0;
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virtual bool isEqual(AppNode* node) = 0;
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virtual bool animatesTransform(const AppSequence* appSeq) = 0;
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virtual const char* getName() = 0;
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virtual const char* getParentName() = 0;
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virtual bool getFloat(const char* propName, F32& defaultVal) = 0;
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virtual bool getInt(const char* propName, S32& defaultVal) = 0;
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virtual bool getBool(const char* propName, bool& defaultVal) = 0;
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virtual bool isBillboard();
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virtual bool isBillboardZAxis();
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virtual bool isParentRoot() = 0;
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virtual bool isDummy();
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virtual bool isBounds();
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virtual bool isSequence();
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virtual bool isRoot();
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};
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#endif // _APPNODE_H_
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