mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
106 lines
3 KiB
C++
106 lines
3 KiB
C++
//-----------------------------------------------------------------------------
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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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#include "ts/loader/appNode.h"
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AppNode::AppNode()
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{
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mName = NULL;
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mParentName = NULL;
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mParentIndex = 0;
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}
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AppNode::~AppNode()
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{
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dFree( mName );
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dFree( mParentName );
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// delete children and meshes
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for (S32 i = 0; i < mChildNodes.size(); i++)
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delete mChildNodes[i];
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for (S32 i = 0; i < mMeshes.size(); i++)
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delete mMeshes[i];
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}
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S32 AppNode::getNumMesh()
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{
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if (mMeshes.size() == 0)
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buildMeshList();
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return mMeshes.size();
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}
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AppMesh* AppNode::getMesh(S32 idx)
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{
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return (idx < getNumMesh() && idx >= 0) ? mMeshes[idx] : NULL;
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}
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S32 AppNode::getNumChildNodes()
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{
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if (mChildNodes.size() == 0)
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buildChildList();
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return mChildNodes.size();
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}
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AppNode * AppNode::getChildNode(S32 idx)
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{
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return (idx < getNumChildNodes() && idx >= 0) ? mChildNodes[idx] : NULL;
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}
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bool AppNode::isBillboard()
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{
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return !dStrnicmp(getName(),"BB::",4) || !dStrnicmp(getName(),"BB_",3) || isBillboardZAxis();
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}
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bool AppNode::isBillboardZAxis()
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{
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return !dStrnicmp(getName(),"BBZ::",5) || !dStrnicmp(getName(),"BBZ_",4);
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}
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bool AppNode::isDummy()
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{
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// naming convention should work well enough...
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// ...but can override this method if one wants more
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return !dStrnicmp(getName(), "dummy", 5);
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}
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bool AppNode::isBounds()
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{
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// naming convention should work well enough...
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// ...but can override this method if one wants more
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return !dStricmp(getName(), "bounds");
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}
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bool AppNode::isSequence()
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{
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// naming convention should work well enough...
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// ...but can override this method if one wants more
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return !dStrnicmp(getName(), "Sequence", 8);
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}
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bool AppNode::isRoot()
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{
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// we assume root node isn't added, so this is never true
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// but allow for possibility (by overriding this method)
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// so that isParentRoot still works.
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return false;
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}
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