Torque3D/Engine/source/interior/interiorSubObject.h
2012-09-19 11:15:01 -04:00

81 lines
2.9 KiB
C++

//-----------------------------------------------------------------------------
// 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 _INTERIORSUBOBJECT_H_
#define _INTERIORSUBOBJECT_H_
#ifndef _SCENERENDERSTATE_H_
#include "scene/sceneRenderState.h"
#endif
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
class InteriorInstance;
//class SubObjectRenderImage : public SceneRenderImage
//{
// public:
// U32 mDetailLevel;
//};
class InteriorSubObject : public SceneObject
{
typedef SceneObject Parent;
protected:
InteriorInstance* mInteriorInstance; // Should NOT be set by derived except in clone
protected:
enum SubObjectKeys {
TranslucentSubObjectKey = 0,
MirrorSubObjectKey = 1
};
virtual U32 getSubObjectKey() const = 0;
virtual bool _readISO(Stream&);
virtual bool _writeISO(Stream&) const;
InteriorInstance* getInstance();
const MatrixF& getSOTransform() const;
const Point3F& getSOScale() const;
public:
InteriorSubObject();
virtual ~InteriorSubObject();
// Render control. A sub-object should return false from renderDetailDependant if
// it exists only at the level-0 detail level, ie, doors, elevators, etc., true
// if should only render at the interiors detail, ie, translucencies.
//virtual SubObjectRenderImage* getRenderImage(SceneState*, const Point3F& osPoint) = 0;
virtual bool renderDetailDependant() const = 0;
virtual U32 getZone() const = 0;
virtual void noteTransformChange();
virtual InteriorSubObject* clone(InteriorInstance*) const = 0;
static InteriorSubObject* readISO(Stream&);
bool writeISO(Stream&) const;
};
#endif // _H_INTERIORSUBOBJECT_