[1812] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 |
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| 26 | #ifndef __MovableObject_H__
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| 27 | #define __MovableObject_H__
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| 28 |
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| 29 | // Precompiler options
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| 30 | #include "OgrePrerequisites.h"
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| 31 | #include "OgreRenderQueue.h"
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| 32 | #include "OgreAxisAlignedBox.h"
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| 33 | #include "OgreSphere.h"
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| 34 | #include "OgreShadowCaster.h"
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| 35 | #include "OgreFactoryObj.h"
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| 36 | #include "OgreAnimable.h"
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| 37 | #include "OgreAny.h"
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| 38 | #include "OgreUserDefinedObject.h"
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| 39 |
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| 40 | namespace Ogre {
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| 41 |
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| 42 | // Forward declaration
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| 43 | class MovableObjectFactory;
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| 44 |
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| 45 | /** Abstract class definining a movable object in a scene.
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| 46 | @remarks
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| 47 | Instances of this class are discrete, relatively small, movable objects
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| 48 | which are attached to SceneNode objects to define their position.
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| 49 | */
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| 50 | class _OgreExport MovableObject : public ShadowCaster, public AnimableObject
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| 51 | {
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| 52 | protected:
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| 53 | /// Name of this object
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| 54 | String mName;
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| 55 | /// Creator of this object (if created by a factory)
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| 56 | MovableObjectFactory* mCreator;
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| 57 | /// SceneManager holding this object (if applicable)
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| 58 | SceneManager* mManager;
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| 59 | /// node to which this object is attached
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| 60 | Node* mParentNode;
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| 61 | bool mParentIsTagPoint;
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| 62 | /// Is this object visible?
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| 63 | bool mVisible;
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| 64 | /// Upper distance to still render
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| 65 | Real mUpperDistance;
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| 66 | Real mSquaredUpperDistance;
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| 67 | /// Hidden because of distance?
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| 68 | bool mBeyondFarDistance;
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| 69 | /// User defined link to another object / value / whatever
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| 70 | Any mUserAny;
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| 71 | /// The render queue to use when rendering this object
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| 72 | uint8 mRenderQueueID;
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| 73 | /// Flags whether the RenderQueue's default should be used.
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| 74 | bool mRenderQueueIDSet;
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| 75 | /// Flags determining whether this object is included / excluded from scene queries
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| 76 | uint32 mQueryFlags;
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| 77 | /// Flags determining whether this object is visible (compared to SceneManager mask)
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| 78 | uint32 mVisibilityFlags;
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| 79 | /// Cached world AABB of this object
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| 80 | mutable AxisAlignedBox mWorldAABB;
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| 81 | // Cached world bounding sphere
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| 82 | mutable Sphere mWorldBoundingSphere;
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| 83 | /// World space AABB of this object's dark cap
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| 84 | mutable AxisAlignedBox mWorldDarkCapBounds;
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| 85 | /// Does this object cast shadows?
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| 86 | bool mCastShadows;
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| 87 |
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| 88 | // Static members
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| 89 | /// Default query flags
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| 90 | static uint32 msDefaultQueryFlags;
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| 91 | /// Default visibility flags
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| 92 | static uint32 msDefaultVisibilityFlags;
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| 93 |
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| 94 |
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| 95 |
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| 96 | public:
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| 97 | /// Constructor
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| 98 | MovableObject();
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| 99 |
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| 100 | /// Named constructor
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| 101 | MovableObject(const String& name);
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| 102 | /** Virtual destructor - read Scott Meyers if you don't know why this is needed.
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| 103 | */
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| 104 | virtual ~MovableObject();
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| 105 |
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| 106 | /** Notify the object of it's creator (internal use only) */
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| 107 | virtual void _notifyCreator(MovableObjectFactory* fact) { mCreator = fact; }
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| 108 | /** Get the creator of this object, if any (internal use only) */
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| 109 | virtual MovableObjectFactory* _getCreator(void) const { return mCreator; }
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| 110 | /** Notify the object of it's manager (internal use only) */
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| 111 | virtual void _notifyManager(SceneManager* man) { mManager = man; }
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| 112 | /** Get the manager of this object, if any (internal use only) */
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| 113 | virtual SceneManager* _getManager(void) const { return mManager; }
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| 114 |
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| 115 | /** Returns the name of this object. */
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| 116 | virtual const String& getName(void) const { return mName; }
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| 117 |
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| 118 | /** Returns the type name of this object. */
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| 119 | virtual const String& getMovableType(void) const = 0;
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| 120 |
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| 121 | /** Returns the node to which this object is attached.
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| 122 | @remarks
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| 123 | A MovableObject may be attached to either a SceneNode or to a TagPoint,
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| 124 | the latter case if it's attached to a bone on an animated entity.
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| 125 | Both are Node subclasses so this method will return either.
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| 126 | */
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| 127 | virtual Node* getParentNode(void) const;
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| 128 |
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| 129 | /** Returns the scene node to which this object is attached.
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| 130 | @remarks
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| 131 | A MovableObject may be attached to either a SceneNode or to a TagPoint,
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| 132 | the latter case if it's attached to a bone on an animated entity.
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| 133 | This method will return the scene node of the parent entity
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| 134 | if the latter is true.
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| 135 | */
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| 136 | virtual SceneNode* getParentSceneNode(void) const;
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| 137 |
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| 138 | /** Internal method called to notify the object that it has been attached to a node.
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| 139 | */
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| 140 | virtual void _notifyAttached(Node* parent, bool isTagPoint = false);
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| 141 |
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| 142 | /** Returns true if this object is attached to a SceneNode or TagPoint. */
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| 143 | virtual bool isAttached(void) const;
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| 144 |
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| 145 | /** Returns true if this object is attached to a SceneNode or TagPoint,
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| 146 | and this SceneNode / TagPoint is currently in an active part of the
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| 147 | scene graph. */
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| 148 | virtual bool isInScene(void) const;
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| 149 |
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| 150 | /** Internal method to notify the object of the camera to be used for the next rendering operation.
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| 151 | @remarks
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| 152 | Certain objects may want to do specific processing based on the camera position. This method notifies
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| 153 | them incase they wish to do this.
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| 154 | */
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| 155 | virtual void _notifyCurrentCamera(Camera* cam);
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| 156 |
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| 157 | /** Retrieves the local axis-aligned bounding box for this object.
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| 158 | @remarks
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| 159 | This bounding box is in local coordinates.
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| 160 | */
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| 161 | virtual const AxisAlignedBox& getBoundingBox(void) const = 0;
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| 162 |
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| 163 | /** Retrieves the radius of the origin-centered bounding sphere
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| 164 | for this object.
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| 165 | */
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| 166 | virtual Real getBoundingRadius(void) const = 0;
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| 167 |
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| 168 | /** Retrieves the axis-aligned bounding box for this object in world coordinates. */
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| 169 | virtual const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const;
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| 170 | /** Retrieves the worldspace bounding sphere for this object. */
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| 171 | virtual const Sphere& getWorldBoundingSphere(bool derive = false) const;
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| 172 | /** Internal method by which the movable object must add Renderable subclass instances to the rendering queue.
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| 173 | @remarks
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| 174 | The engine will call this method when this object is to be rendered. The object must then create one or more
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| 175 | Renderable subclass instances which it places on the passed in Queue for rendering.
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| 176 | */
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| 177 | virtual void _updateRenderQueue(RenderQueue* queue) = 0;
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| 178 |
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| 179 | /** Tells this object whether to be visible or not, if it has a renderable component.
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| 180 | @note An alternative approach of making an object invisible is to detach it
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| 181 | from it's SceneNode, or to remove the SceneNode entirely.
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| 182 | Detaching a node means that structurally the scene graph changes.
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| 183 | Once this change has taken place, the objects / nodes that have been
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| 184 | removed have less overhead to the visbility detection pass than simply
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| 185 | making the object invisible, so if you do this and leave the objects
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| 186 | out of the tree for a long time, it's faster. However, the act of
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| 187 | detaching / reattaching nodes is in itself more expensive than
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| 188 | setting an object visibility flag, since in the latter case
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| 189 | structural changes are not made. Therefore, small or frequent visbility
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| 190 | changes are best done using this method; large or more longer term
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| 191 | changes are best done by detaching.
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| 192 | */
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| 193 | virtual void setVisible(bool visible);
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| 194 |
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| 195 | /** Gets this object whether to be visible or not, if it has a renderable component.
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| 196 | @remarks
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| 197 | Returns the value set by MovableObject::setVisible only.
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| 198 | */
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| 199 | virtual bool getVisible(void) const;
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| 200 |
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| 201 | /** Returns whether or not this object is supposed to be visible or not.
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| 202 | @remarks
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| 203 | Takes into account both upper rendering distance and visible flag.
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| 204 | */
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| 205 | virtual bool isVisible(void) const;
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| 206 |
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| 207 | /** Sets the distance at which the object is no longer rendered.
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| 208 | @param dist Distance beyond which the object will not be rendered
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| 209 | (the default is 0, which means objects are always rendered).
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| 210 | */
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| 211 | virtual void setRenderingDistance(Real dist) {
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| 212 | mUpperDistance = dist;
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| 213 | mSquaredUpperDistance = mUpperDistance * mUpperDistance;
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| 214 | }
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| 215 |
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| 216 | /** Gets the distance at which batches are no longer rendered. */
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| 217 | virtual Real getRenderingDistance(void) const { return mUpperDistance; }
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| 218 |
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| 219 | /** Call this to associate your own custom user object instance with this MovableObject.
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| 220 | @remarks
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| 221 | By simply making your game / application object a subclass of UserDefinedObject, you
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| 222 | can establish a link between an OGRE instance of MovableObject and your own application
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| 223 | classes. Call this method to establish the link.
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| 224 | */
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| 225 | virtual void setUserObject(UserDefinedObject* obj) { mUserAny = Any(obj); }
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| 226 | /** Retrieves a pointer to a custom application object associated with this movable by an earlier
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| 227 | call to setUserObject.
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| 228 | */
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| 229 | virtual UserDefinedObject* getUserObject(void)
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| 230 | {
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| 231 | return mUserAny.isEmpty() ? 0 : any_cast<UserDefinedObject*>(mUserAny);
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| 232 | }
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| 233 |
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| 234 | /** Sets any kind of user value on this object.
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| 235 | @remarks
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| 236 | This method allows you to associate any user value you like with
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| 237 | this MovableObject. This can be a pointer back to one of your own
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| 238 | classes for instance.
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| 239 | @note This value is shared with setUserObject so don't use both!
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| 240 | */
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| 241 | virtual void setUserAny(const Any& anything) { mUserAny = anything; }
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| 242 |
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| 243 | /** Retrieves the custom user value associated with this object.
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| 244 | */
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| 245 | virtual const Any& getUserAny(void) const { return mUserAny; }
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| 246 |
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| 247 | /** Sets the render queue group this entity will be rendered through.
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| 248 | @remarks
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| 249 | Render queues are grouped to allow you to more tightly control the ordering
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| 250 | of rendered objects. If you do not call this method, all Entity objects default
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| 251 | to the default queue (RenderQueue::getDefaultQueueGroup), which is fine for most objects. You may want to alter this
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| 252 | if you want this entity to always appear in front of other objects, e.g. for
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| 253 | a 3D menu system or such.
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| 254 | @par
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| 255 | See RenderQueue for more details.
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| 256 | @param queueID Enumerated value of the queue group to use.
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| 257 | */
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| 258 | virtual void setRenderQueueGroup(uint8 queueID);
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| 259 |
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| 260 | /** Gets the queue group for this entity, see setRenderQueueGroup for full details. */
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| 261 | virtual uint8 getRenderQueueGroup(void) const;
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| 262 |
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| 263 | /// return the full transformation of the parent sceneNode or the attachingPoint node
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| 264 | virtual const Matrix4& _getParentNodeFullTransform(void) const;
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| 265 |
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| 266 | /** Sets the query flags for this object.
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| 267 | @remarks
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| 268 | When performing a scene query, this object will be included or excluded according
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| 269 | to flags on the object and flags on the query. This is a bitwise value, so only when
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| 270 | a bit on these flags is set, will it be included in a query asking for that flag. The
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| 271 | meaning of the bits is application-specific.
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| 272 | */
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| 273 | virtual void setQueryFlags(uint32 flags) { mQueryFlags = flags; }
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| 274 |
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| 275 | /** As setQueryFlags, except the flags passed as parameters are appended to the
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| 276 | existing flags on this object. */
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| 277 | virtual void addQueryFlags(uint32 flags) { mQueryFlags |= flags; }
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| 278 |
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| 279 | /** As setQueryFlags, except the flags passed as parameters are removed from the
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| 280 | existing flags on this object. */
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| 281 | virtual void removeQueryFlags(unsigned long flags) { mQueryFlags &= ~flags; }
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| 282 |
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| 283 | /// Returns the query flags relevant for this object
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| 284 | virtual uint32 getQueryFlags(void) const { return mQueryFlags; }
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| 285 |
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| 286 | /** Set the default query flags for all future MovableObject instances.
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| 287 | */
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| 288 | static void setDefaultQueryFlags(uint32 flags) { msDefaultQueryFlags = flags; }
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| 289 |
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| 290 | /** Get the default query flags for all future MovableObject instances.
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| 291 | */
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| 292 | static uint32 getDefaultQueryFlags(uint32 flags) { return msDefaultQueryFlags; }
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| 293 |
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| 294 |
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| 295 | /** Sets the visiblity flags for this object.
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| 296 | @remarks
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| 297 | As well as a simple true/false value for visibility (as seen in setVisible),
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| 298 | you can also set visiblity flags which when 'and'ed with the SceneManager's
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| 299 | visibility mask can also make an object invisible.
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| 300 | */
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| 301 | virtual void setVisibilityFlags(uint32 flags) { mVisibilityFlags = flags; }
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| 302 |
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| 303 | /** As setVisibilityFlags, except the flags passed as parameters are appended to the
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| 304 | existing flags on this object. */
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| 305 | virtual void addVisibilityFlags(uint32 flags) { mVisibilityFlags |= flags; }
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| 306 |
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| 307 | /** As setVisibilityFlags, except the flags passed as parameters are removed from the
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| 308 | existing flags on this object. */
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| 309 | virtual void removeVisibilityFlags(uint32 flags) { mVisibilityFlags &= ~flags; }
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| 310 |
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| 311 | /// Returns the visibility flags relevant for this object
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| 312 | virtual uint32 getVisibilityFlags(void) const { return mVisibilityFlags; }
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| 313 |
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| 314 | /** Set the default visibility flags for all future MovableObject instances.
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| 315 | */
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| 316 | static void setDefaultVisibilityFlags(uint32 flags) { msDefaultVisibilityFlags = flags; }
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| 317 |
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| 318 | /** Get the default visibility flags for all future MovableObject instances.
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| 319 | */
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| 320 | static uint32 getDefaultVisibilityFlags(uint32 flags) { return msDefaultVisibilityFlags; }
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| 321 |
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| 322 | /// Define a default implementation of method from ShadowCaster which implements no shadows
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| 323 | EdgeData* getEdgeList(void) { return NULL; }
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| 324 | /// Define a default implementation of method from ShadowCaster which implements no shadows
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| 325 | ShadowRenderableListIterator getShadowVolumeRenderableIterator(
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| 326 | ShadowTechnique shadowTechnique, const Light* light,
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| 327 | HardwareIndexBufferSharedPtr* indexBuffer,
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| 328 | bool extrudeVertices, Real extrusionDist, unsigned long flags = 0);
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| 329 |
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| 330 | /** Overridden member from ShadowCaster. */
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| 331 | const AxisAlignedBox& getLightCapBounds(void) const;
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| 332 | /** Overridden member from ShadowCaster. */
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| 333 | const AxisAlignedBox& getDarkCapBounds(const Light& light, Real dirLightExtrusionDist) const;
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| 334 | /** Sets whether or not this object will cast shadows.
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| 335 | @remarks
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| 336 | This setting simply allows you to turn on/off shadows for a given object.
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| 337 | An object will not cast shadows unless the scene supports it in any case
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| 338 | (see SceneManager::setShadowTechnique), and also the material which is
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| 339 | in use must also have shadow casting enabled. By default all entities cast
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| 340 | shadows. If, however, for some reason you wish to disable this for a single
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| 341 | object then you can do so using this method.
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| 342 | @note This method normally refers to objects which block the light, but
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| 343 | since Light is also a subclass of MovableObject, in that context it means
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| 344 | whether the light causes shadows itself.
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| 345 | */
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| 346 | void setCastShadows(bool enabled) { mCastShadows = enabled; }
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| 347 | /** Returns whether shadow casting is enabled for this object. */
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| 348 | bool getCastShadows(void) const { return mCastShadows; }
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| 349 | /** Get the distance to extrude for a point/spot light */
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| 350 | Real getPointExtrusionDistance(const Light* l) const;
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| 351 | /** Get the 'type flags' for this MovableObject.
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| 352 | @remarks
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| 353 | A type flag identifies the type of the MovableObject as a bitpattern.
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| 354 | This is used for categorical inclusion / exclusion in SceneQuery
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| 355 | objects. By default, this method returns all ones for objects not
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| 356 | created by a MovableObjectFactory (hence always including them);
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| 357 | otherwise it returns the value assigned to the MovableObjectFactory.
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| 358 | Custom objects which don't use MovableObjectFactory will need to
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| 359 | override this if they want to be included in queries.
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| 360 | */
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| 361 | virtual uint32 getTypeFlags(void) const;
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| 362 |
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| 363 |
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| 364 |
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| 365 |
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| 366 |
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| 367 | };
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| 368 |
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| 369 | /** Interface definition for a factory class which produces a certain
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| 370 | kind of MovableObject, and can be registered with Root in order
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| 371 | to allow all clients to produce new instances of this object, integrated
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| 372 | with the standard Ogre processing.
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| 373 | */
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| 374 | class _OgreExport MovableObjectFactory
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| 375 | {
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| 376 | protected:
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| 377 | /// Type flag, allocated if requested
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| 378 | unsigned long mTypeFlag;
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| 379 |
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| 380 | /// Internal implementation of create method - must be overridden
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| 381 | virtual MovableObject* createInstanceImpl(
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| 382 | const String& name, const NameValuePairList* params = 0) = 0;
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| 383 | public:
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| 384 | MovableObjectFactory() : mTypeFlag(0xFFFFFFFF) {}
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| 385 | virtual ~MovableObjectFactory() {}
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| 386 | /// Get the type of the object to be created
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| 387 | virtual const String& getType(void) const = 0;
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| 388 |
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| 389 | /** Create a new instance of the object.
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| 390 | @param name The name of the new object
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| 391 | @param manager The SceneManager instance that will be holding the
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| 392 | instance once created.
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| 393 | @param params Name/value pair list of additional parameters required to
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| 394 | construct the object (defined per subtype). Optional.
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| 395 | */
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| 396 | virtual MovableObject* createInstance(
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| 397 | const String& name, SceneManager* manager,
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| 398 | const NameValuePairList* params = 0);
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| 399 | /** Destroy an instance of the object */
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| 400 | virtual void destroyInstance(MovableObject* obj) = 0;
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| 401 |
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| 402 | /** Does this factory require the allocation of a 'type flag', used to
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| 403 | selectively include / exclude this type from scene queries?
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| 404 | @remarks
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| 405 | The default implementation here is to return 'false', ie not to
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| 406 | request a unique type mask from Root. For objects that
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| 407 | never need to be excluded in SceneQuery results, that's fine, since
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| 408 | the default implementation of MovableObject::getTypeFlags is to return
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| 409 | all ones, hence matching any query type mask. However, if you want the
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| 410 | objects created by this factory to be filterable by queries using a
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| 411 | broad type, you have to give them a (preferably unique) type mask -
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| 412 | and given that you don't know what other MovableObject types are
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| 413 | registered, Root will allocate you one.
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| 414 | */
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| 415 | virtual bool requestTypeFlags(void) const { return false; }
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| 416 | /** Notify this factory of the type mask to apply.
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| 417 | @remarks
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| 418 | This should normally only be called by Root in response to
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| 419 | a 'true' result from requestTypeMask. However, you can actually use
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| 420 | it yourself if you're careful; for example to assign the same mask
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| 421 | to a number of different types of object, should you always wish them
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| 422 | to be treated the same in queries.
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| 423 | */
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| 424 | void _notifyTypeFlags(unsigned long flag) { mTypeFlag = flag; }
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| 425 |
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| 426 | /** Gets the type flag for this factory.
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| 427 | @remarks
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| 428 | A type flag is like a query flag, except that it applies to all instances
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| 429 | of a certain type of object.
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| 430 | */
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| 431 | unsigned long getTypeFlags(void) const { return mTypeFlag; }
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| 432 |
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| 433 | };
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| 434 |
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| 435 | }
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| 436 | #endif
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