mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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62 lines
2.3 KiB
C++
62 lines
2.3 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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#ifndef RENDER_COMPONENT_INTERFACE_H
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#define RENDER_COMPONENT_INTERFACE_H
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#ifndef _TSSHAPE_H_
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#include "ts/TSShape.h"
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#endif
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#ifndef _TSSHAPEINSTANCE_H_
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#include "ts/TSShapeInstance.h"
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#endif
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#ifndef CORE_INTERFACES_H
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#include "T3D/components/coreInterfaces.h"
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#endif
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class RenderComponentInterface : public Interface < RenderComponentInterface >
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{
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public:
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virtual void prepRenderImage(SceneRenderState *state) = 0;
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virtual TSShape* getShape() = 0;
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Signal< void(RenderComponentInterface*) > RenderComponentInterface::onShapeChanged;
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virtual TSShapeInstance* getShapeInstance() = 0;
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virtual MatrixF getNodeTransform(S32 nodeIdx) = 0;
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virtual Vector<MatrixF> getNodeTransforms() = 0;
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virtual void setNodeTransforms(Vector<MatrixF> transforms) = 0;
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Signal< void(RenderComponentInterface*) > RenderComponentInterface::onShapeInstanceChanged;
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};
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class CastRayRenderedInterface// : public Interface<CastRayRenderedInterface>
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{
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public:
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virtual bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo* info)=0;
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};
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#endif |