1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_NODE3D_H
#define HPL_NODE3D_H
#include "common/list.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/scene/Node.h"
namespace hpl {
//------------------------------------
kSaveData_ChildClass(iNode, cNode3D) {
kSaveData_ClassInit(cNode3D) public : tString msName;
tString msSource;
bool mbAutoDeleteChildren;
cMatrixf m_mtxLocalTransform;
int mlParentId;
iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
int GetSaveCreatePrio();
};
//------------------------------------
class cNode3D : public iNode {
typedef iNode super;
public:
cNode3D(const tString &asName = "", bool abAutoDeleteChildren = true);
virtual ~cNode3D();
iNode *CreateChild();
cNode3D *CreateChild3D(const tString &asName = "", bool abAutoDeleteChildren = true);
cVector3f GetLocalPosition();
cMatrixf &GetLocalMatrix();
cVector3f GetWorldPosition();
cMatrixf &GetWorldMatrix();
void SetPosition(const cVector3f &avPos);
void SetMatrix(const cMatrixf &a_mtxTransform, bool abSetChildrenUpdated = true);
void SetWorldPosition(const cVector3f &avWorldPos);
void SetWorldMatrix(const cMatrixf &a_mtxWorldTransform);
const char *GetName();
cNode3D *GetParent();
void AddRotation(const cVector3f &avRot, eEulerRotationOrder aOrder);
void AddRotation(const cQuaternion &aqRotation);
void AddScale(const cVector3f &avScale);
void AddTranslation(const cVector3f &avTrans);
void SetSource(const tString &asSource);
const char *GetSource();
/**
* Updates the matrix with the added scales, translations and rotation. It also resets these values.
*/
void UpdateMatrix(bool abSetChildrenUpdated);
// Extra stuff that shouldn't be used externally
void SetParent(cNode3D *apNode);
void AddChild(cNode3D *apChild);
// SaveObject implementation
virtual iSaveData *CreateSaveData();
virtual void SaveToSaveData(iSaveData *apSaveData);
virtual void LoadFromSaveData(iSaveData *apSaveData);
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
void UpdateWorldTransform();
void SetWorldTransformUpdated();
private:
tString msName;
tString msSource;
bool mbAutoDeleteChildren;
cMatrixf m_mtxLocalTransform;
cMatrixf m_mtxWorldTransform;
cVector3f mvWorldPosition;
cMatrixf m_mtxRotation;
cVector3f mvScale;
cVector3f mvTranslation;
bool mbTransformUpdated;
cNode3D *mpParent;
};
} // namespace hpl
#endif // HPL_NODE3D_H
|