[1092] | 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 | #ifndef __TagPoint_H_
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| 26 | #define __TagPoint_H_
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| 27 |
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| 28 | #include "OgrePrerequisites.h"
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| 29 |
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| 30 | #include "OgreBone.h"
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| 31 | #include "OgreMatrix4.h"
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| 32 |
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| 33 | namespace Ogre {
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| 34 |
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| 35 |
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| 36 |
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| 37 | /** A tagged point on a skeleton, which can be used to attach entities to on specific
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| 38 | other entities.
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| 39 | @remarks
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| 40 | A Skeleton, like a Mesh, is shared between Entity objects and simply updated as required
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| 41 | when it comes to rendering. However there are times when you want to attach another object
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| 42 | to an animated entity, and make sure that attachment follows the parent entity's animation
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| 43 | (for example, a character holding a gun in his / her hand). This class simply identifies
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| 44 | attachment points on a skeleton which can be used to attach child objects.
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| 45 | @par
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| 46 | The child objects themselves are not physically attached to this class; as it's name suggests
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| 47 | this class just 'tags' the area. The actual child objects are attached to the Entity using the
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| 48 | skeleton which has this tag point. Use the Entity::attachMovableObjectToBone method to attach
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| 49 | the objects, which creates a new TagPoint on demand.
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| 50 | */
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| 51 | class _OgreExport TagPoint : public Bone
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| 52 | {
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| 53 |
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| 54 | public:
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| 55 | TagPoint(unsigned short handle, Skeleton* creator);
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| 56 | virtual ~TagPoint();
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| 57 |
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| 58 | Entity *getParentEntity(void);
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| 59 |
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| 60 | void setParentEntity(Entity *pEntity);
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| 61 | void setChildObject(MovableObject *pObject);
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| 62 |
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| 63 | //Matrix4 getCombinedTransform();
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| 64 | Matrix4 getParentEntityTransform();
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| 65 |
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| 66 | void _update(bool updateChildren, bool parentHasChanged);
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| 67 |
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| 68 | /** Gets the transform of this node including the parent entity and skeleton. */
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| 69 | Matrix4 _getFullTransform(void);
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| 70 |
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| 71 | /** Gets the transform of this node just for the skeleton (not entity) */
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| 72 | Matrix4 _getFullLocalTransform(void);
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| 73 |
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| 74 | void needUpdate();
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| 75 |
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| 76 | /** Overridden from Node in order to include parent Entity transform. */
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| 77 | void _updateFromParent(void) const;
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| 78 | /** @copydoc Renderable::getLights */
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| 79 | const LightList& getLights(void) const;
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| 80 |
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| 81 |
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| 82 |
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| 83 | private:
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| 84 | Entity *mParentEntity;
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| 85 | MovableObject *mChildObject;
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| 86 | mutable Matrix4 mFullLocalTransform;
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| 87 |
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| 88 | };
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| 89 |
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| 90 |
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| 91 | } //namespace
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| 92 |
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| 93 |
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| 94 | #endif//__TagPoint_H_
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