/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef __TagPoint_H_ #define __TagPoint_H_ #include "OgrePrerequisites.h" #include "OgreBone.h" #include "OgreMatrix4.h" namespace Ogre { /** A tagged point on a skeleton, which can be used to attach entities to on specific other entities. @remarks A Skeleton, like a Mesh, is shared between Entity objects and simply updated as required when it comes to rendering. However there are times when you want to attach another object to an animated entity, and make sure that attachment follows the parent entity's animation (for example, a character holding a gun in his / her hand). This class simply identifies attachment points on a skeleton which can be used to attach child objects. @par The child objects themselves are not physically attached to this class; as it's name suggests this class just 'tags' the area. The actual child objects are attached to the Entity using the skeleton which has this tag point. Use the Entity::attachMovableObjectToBone method to attach the objects, which creates a new TagPoint on demand. */ class _OgreExport TagPoint : public Bone { public: TagPoint(unsigned short handle, Skeleton* creator); virtual ~TagPoint(); Entity *getParentEntity(void); void setParentEntity(Entity *pEntity); void setChildObject(MovableObject *pObject); /** Gets the transform of parent entity. */ const Matrix4& getParentEntityTransform(void) const; /** Gets the transform of this node just for the skeleton (not entity) */ const Matrix4& _getFullLocalTransform(void) const; /** @copydoc Node::needUpdate */ void needUpdate(bool forceParentUpdate = false); /** Overridden from Node in order to include parent Entity transform. */ void _updateFromParent(void) const; /** @copydoc Renderable::getLights */ const LightList& getLights(void) const; private: Entity *mParentEntity; MovableObject *mChildObject; mutable Matrix4 mFullLocalTransform; }; } //namespace #endif//__TagPoint_H_