/* ----------------------------------------------------------------------------- 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. ----------------------------------------------------------------------------- PCZSceneNode.h - Node Zone Info header file. The PCZSceneNode is an extension used to store zone information and provide additional functionality for a given Ogre::SceneNode. A PCZSceneNode contains a pointer to the home zone for the node and a list of all zones being visited by the node. The PCZSceneManager contains a STD::MAP of PCZSceneNodes which are keyed by the name of each node (each PCZSceneNode has an identical name to the scene node which it is associated with). This allows quick lookup of a given scenenode's PCZSceneNode by the scene manager. ----------------------------------------------------------------------------- begin : Sat Mar 24 2007 author : Eric Cha email : ericc@xenopi.com Code Style Update : ----------------------------------------------------------------------------- */ #ifndef PCZ_SCENE_NODE_H #define PCZ_SCENE_NODE_H #include #include "OgrePCZPrerequisites.h" namespace Ogre { // forward declarations class PCZone; class ZoneData; class PCZCamera; typedef map::type ZoneMap; typedef map::type ZoneDataMap; class _OgrePCZPluginExport PCZSceneNode : public SceneNode { public: /** Standard constructor */ PCZSceneNode( SceneManager* creator ); /** Standard constructor */ PCZSceneNode( SceneManager* creator, const String& name ); /** Standard destructor */ ~PCZSceneNode(); void _update(bool updateChildren, bool parentHasChanged); void updateFromParentImpl() const; /** Creates an unnamed new SceneNode as a child of this node. @param translate Initial translation offset of child relative to parent @param rotate Initial rotation relative to parent */ virtual SceneNode* createChildSceneNode( const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY ); /** Creates a new named SceneNode as a child of this node. @remarks This creates a child node with a given name, which allows you to look the node up from the parent which holds this collection of nodes. @param translate Initial translation offset of child relative to parent @param rotate Initial rotation relative to parent */ virtual SceneNode* createChildSceneNode(const String& name, const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY); PCZone* getHomeZone(void); void setHomeZone(PCZone * zone); void anchorToHomeZone(PCZone * zone); bool isAnchored(void) {return mAnchored;} void allowToVisit(bool yesno) {mAllowedToVisit = yesno;} bool allowedToVisit(void) {return mAllowedToVisit;} void addZoneToVisitingZonesMap(PCZone * zone); void clearVisitingZonesMap(void); void clearNodeFromVisitedZones( void ); void removeReferencesToZone(PCZone * zone); bool isVisitingZone(PCZone * zone); void _addToRenderQueue( Camera* cam, RenderQueue *queue, bool onlyShadowCasters, VisibleObjectsBoundsInfo* visibleBounds ); void savePrevPosition(void); Vector3& getPrevPosition(void) {return mPrevPosition;} unsigned long getLastVisibleFrame(void) {return mLastVisibleFrame;} void setLastVisibleFrame(unsigned long newLVF) {mLastVisibleFrame = newLVF;} void setLastVisibleFromCamera(PCZCamera * camera) {mLastVisibleFromCamera = camera;} PCZCamera* getLastVisibleFromCamera() {return mLastVisibleFromCamera;} void setZoneData(PCZone * zone, ZoneData * zoneData); ZoneData* getZoneData(PCZone * zone); void updateZoneData(void); void enable(bool yesno) {mEnabled = yesno;} bool isEnabled(void) {return mEnabled;} bool isMoved(void) {return mMoved;} void setMoved(bool value) {mMoved = value;} protected: mutable Vector3 mNewPosition; PCZone * mHomeZone; bool mAnchored; bool mAllowedToVisit; ZoneMap mVisitingZones; mutable Vector3 mPrevPosition; unsigned long mLastVisibleFrame; PCZCamera* mLastVisibleFromCamera; ZoneDataMap mZoneData; bool mEnabled; mutable bool mMoved; }; } #endif // PCZ_SCENE_NODE_H