mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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81 lines
2.9 KiB
C++
81 lines
2.9 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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#ifndef _INTERIORSUBOBJECT_H_
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#define _INTERIORSUBOBJECT_H_
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#ifndef _SCENERENDERSTATE_H_
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#include "scene/sceneRenderState.h"
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#endif
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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class InteriorInstance;
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//class SubObjectRenderImage : public SceneRenderImage
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//{
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// public:
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// U32 mDetailLevel;
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//};
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class InteriorSubObject : public SceneObject
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{
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typedef SceneObject Parent;
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protected:
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InteriorInstance* mInteriorInstance; // Should NOT be set by derived except in clone
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protected:
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enum SubObjectKeys {
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TranslucentSubObjectKey = 0,
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MirrorSubObjectKey = 1
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};
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virtual U32 getSubObjectKey() const = 0;
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virtual bool _readISO(Stream&);
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virtual bool _writeISO(Stream&) const;
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InteriorInstance* getInstance();
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const MatrixF& getSOTransform() const;
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const Point3F& getSOScale() const;
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public:
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InteriorSubObject();
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virtual ~InteriorSubObject();
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// Render control. A sub-object should return false from renderDetailDependant if
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// it exists only at the level-0 detail level, ie, doors, elevators, etc., true
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// if should only render at the interiors detail, ie, translucencies.
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//virtual SubObjectRenderImage* getRenderImage(SceneState*, const Point3F& osPoint) = 0;
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virtual bool renderDetailDependant() const = 0;
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virtual U32 getZone() const = 0;
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virtual void noteTransformChange();
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virtual InteriorSubObject* clone(InteriorInstance*) const = 0;
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static InteriorSubObject* readISO(Stream&);
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bool writeISO(Stream&) const;
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};
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#endif // _H_INTERIORSUBOBJECT_
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