Torque3D/Engine/source/T3D/SceneGroup.h
Areloch ae8eca48e1 Implementation of Subscenes, SceneGroups and Gamemodes
Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed
Adds inspector field handling for selecting gamemodes
Updated Scene class to work with Gamemodes for the gamemode field
Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes
Adds ability to convert SimGroup to SubScene
Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
2024-09-01 16:39:00 -05:00

56 lines
1.5 KiB
C++

#pragma once
#ifndef SCENE_GROUP_H
#define SCENE_GROUP_H
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
class SceneGroup : public SceneObject
{
typedef SceneObject Parent;
public:
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
NextFreeMask = Parent::NextFreeMask << 1
};
public:
SceneGroup();
virtual ~SceneGroup();
DECLARE_CONOBJECT(SceneGroup);
DECLARE_CATEGORY("Object \t Collection");
static void initPersistFields();
// SimObject
bool onAdd() override;
void onRemove() override;
void onEditorEnable() override;
void onEditorDisable() override;
void inspectPostApply() override;
void onInspect(GuiInspector* inspector) override;
// NetObject
U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream) override;
void unpackUpdate(NetConnection* conn, BitStream* stream) override;
// SceneObject
void setTransform(const MatrixF& mat) override;
void setRenderTransform(const MatrixF& mat) override;
// Object management
void addObject(SimObject* object) override;
void removeObject(SimObject* object) override;
void recalculateBoundingBox();
///
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere) override;
bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F& box, const SphereF&) override;
void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList) override;
};
#endif