Torque3D/Engine/source/ts/loader/appNode.h
2012-09-19 11:15:01 -04:00

89 lines
2.7 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 _APPNODE_H_
#define _APPNODE_H_
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _APPMESH_H_
#include "ts/loader/appMesh.h"
#endif
class AppNode
{
friend class TSShapeLoader;
// add attached meshes and child nodes to app node
// the reason these are tracked by AppNode is that
// AppNode is responsible for deleting all it's children
// and attached meshes.
virtual void buildMeshList() = 0;
virtual void buildChildList() = 0;
protected:
S32 mParentIndex;
Vector<AppMesh*> mMeshes;
Vector<AppNode*> mChildNodes;
char* mName;
char* mParentName;
public:
AppNode();
virtual ~AppNode();
S32 getNumMesh();
AppMesh* getMesh(S32 idx);
S32 getNumChildNodes();
AppNode* getChildNode(S32 idx);
virtual MatrixF getNodeTransform(F32 time) = 0;
virtual bool isEqual(AppNode* node) = 0;
virtual bool animatesTransform(const AppSequence* appSeq) = 0;
virtual const char* getName() = 0;
virtual const char* getParentName() = 0;
virtual bool getFloat(const char* propName, F32& defaultVal) = 0;
virtual bool getInt(const char* propName, S32& defaultVal) = 0;
virtual bool getBool(const char* propName, bool& defaultVal) = 0;
virtual bool isBillboard();
virtual bool isBillboardZAxis();
virtual bool isParentRoot() = 0;
virtual bool isDummy();
virtual bool isBounds();
virtual bool isSequence();
virtual bool isRoot();
};
#endif // _APPNODE_H_