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 | /** Gets the transform of parent entity. */
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64 | const Matrix4& getParentEntityTransform(void) const;
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65 |
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66 | /** Gets the transform of this node just for the skeleton (not entity) */
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67 | const Matrix4& _getFullLocalTransform(void) const;
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68 |
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69 | /** @copydoc Node::needUpdate */
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70 | void needUpdate(bool forceParentUpdate = false);
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71 |
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72 | /** Overridden from Node in order to include parent Entity transform. */
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73 | void _updateFromParent(void) const;
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74 | /** @copydoc Renderable::getLights */
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75 | const LightList& getLights(void) const;
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76 |
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77 |
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78 |
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79 | private:
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80 | Entity *mParentEntity;
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81 | MovableObject *mChildObject;
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82 | mutable Matrix4 mFullLocalTransform;
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83 |
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84 | };
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85 |
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86 |
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87 | } //namespace
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88 |
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89 |
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90 | #endif//__TagPoint_H_
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