/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2012 Torus Knot Software Ltd 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. ----------------------------------------------------------------------------- Portal.h - Portals are special constructs which which are used to connect two Zones in a PCZScene. Portals are defined by 4 coplanr corners and a direction. Portals are contained within Zones and are essentially "one way" connectors. Objects and entities can use them to travel to other Zones, but to return, there must be a corresponding Portal which connects back to the original zone from the new zone. ----------------------------------------------------------------------------- begin : Thu Feb 22 2007 author : Eric Cha email : ericc@xenopi.com Code Style Update : Apr 5, 2007 ----------------------------------------------------------------------------- */ #ifndef PORTAL_H #define PORTAL_H #include "OgrePortalBase.h" namespace Ogre { /** Portal datastructure for connecting zones. */ class _OgrePCZPluginExport Portal : public PortalBase { public: Portal(const String &name, const PORTAL_TYPE type = PORTAL_TYPE_QUAD); virtual ~Portal(); void setTargetZone(PCZone* zone); /** Set the target portal pointer */ void setTargetPortal(Portal* portal); /** Get the Zone the Portal connects to */ PCZone* getTargetZone() {return mTargetZone;} /** Get the connected portal (if any) */ Portal* getTargetPortal() {return mTargetPortal;} /** @copydoc MovableObject::getMovableType. */ const String& getMovableType() const; protected: ///connected Zone PCZone* mTargetZone; /** Matching Portal in the target zone (usually in same world space as this portal, but pointing the opposite direction) */ Portal* mTargetPortal; }; /** Factory object for creating Portal instances */ class _OgrePCZPluginExport PortalFactory : public PortalBaseFactory { protected: MovableObject* createInstanceImpl(const String& name, const NameValuePairList* params); public: PortalFactory() {} ~PortalFactory() {} static String FACTORY_TYPE_NAME; static unsigned long FACTORY_TYPE_FLAG; const String& getType() const { return FACTORY_TYPE_NAME; } void destroyInstance(MovableObject* obj); /** Return true here as we want to get a unique type flag. */ bool requestTypeFlags() const { return true; } }; } #endif