source: GTP/trunk/App/Demos/Geom/OgreStuff/include/OgreTagPoint.h @ 1092

Revision 1092, 3.3 KB checked in by gumbau, 18 years ago (diff)

LodStrips? and LODTrees demos

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25#ifndef __TagPoint_H_
26#define __TagPoint_H_
27
28#include "OgrePrerequisites.h"
29
30#include "OgreBone.h"
31#include "OgreMatrix4.h"
32
33namespace Ogre  {
34
35
36       
37    /** A tagged point on a skeleton, which can be used to attach entities to on specific
38        other entities.
39    @remarks
40        A Skeleton, like a Mesh, is shared between Entity objects and simply updated as required
41        when it comes to rendering. However there are times when you want to attach another object
42        to an animated entity, and make sure that attachment follows the parent entity's animation
43        (for example, a character holding a gun in his / her hand). This class simply identifies
44        attachment points on a skeleton which can be used to attach child objects.
45    @par
46        The child objects themselves are not physically attached to this class; as it's name suggests
47        this class just 'tags' the area. The actual child objects are attached to the Entity using the
48        skeleton which has this tag point. Use the Entity::attachMovableObjectToBone method to attach
49        the objects, which creates a new TagPoint on demand.
50    */
51    class _OgreExport TagPoint : public Bone
52        {
53
54        public:
55                TagPoint(unsigned short handle, Skeleton* creator);
56                virtual ~TagPoint();
57
58                Entity *getParentEntity(void);
59               
60                void setParentEntity(Entity *pEntity);
61                void setChildObject(MovableObject *pObject);
62
63                //Matrix4 getCombinedTransform();
64                Matrix4 getParentEntityTransform();
65
66        void _update(bool updateChildren, bool parentHasChanged);
67
68        /** Gets the transform of this node including the parent entity and skeleton. */
69        Matrix4 _getFullTransform(void);
70
71        /** Gets the transform of this node just for the skeleton (not entity) */
72                Matrix4 _getFullLocalTransform(void);
73
74        void needUpdate();
75
76        /** Overridden from Node in order to include parent Entity transform. */
77        void _updateFromParent(void) const;
78        /** @copydoc Renderable::getLights */
79        const LightList& getLights(void) const;
80
81
82
83        private:
84                Entity *mParentEntity;
85                MovableObject *mChildObject;
86        mutable Matrix4 mFullLocalTransform;
87               
88        };
89
90
91} //namespace
92
93
94#endif//__TagPoint_H_
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