/* Copyright (C) 2005-2006 Feeling Software Inc. MIT License: http://www.opensource.org/licenses/mit-license.php */ /* Based on the FS Import classes: Copyright (C) 2005-2006 Feeling Software Inc Copyright (C) 2005-2006 Autodesk Media Entertainment MIT License: http://www.opensource.org/licenses/mit-license.php */ /** @file FCDSceneNode.h This file contains the FCDSceneNode class. */ #ifndef _FCD_SCENE_NODE_ #define _FCD_SCENE_NODE_ #include "FCDocument/FCDEntity.h" #include "FCDocument/FCDTransform.h" /** @todo Remove this include by moving the FCDTransform::Type enum to FUDaeEnum.h. */ #include "FCDocument/FCDEntityInstance.h" /** @todo Remove this include by moving the FCDEntityInstance::Type enum to FUDaeEnum.h. */ class FCDocument; class FCDEntityInstance; class FCDSceneNode; class FCDTransform; class FCDExtra; class FCDTRotation; class FCDTTranslation; class FCDTScale; class FCDTSkew; class FCDTLookAt; class FCDTMatrix; typedef vector FCDSceneNodeList; /**< A dynamically-sized array of scene nodes. */ typedef vector FCDEntityInstanceList; /**< A dynamically-sized array of entitiy instances. */ typedef vector FCDTransformList; /**< A dynamically-sized array of transforms. */ /** A COLLADA visual scene node. This class is also used to represent COLLADA visual scene entities. A visual scene node contains child scene nodes to make a tree. A visual scene node may appear multiple times within the scene graph, but checks are made to verify that there are no cycles within the graph. A visual scene node also contained an ordered list of transformations and a list of entity instances. @ingroup FCDocument */ class FCOLLADA_EXPORT FCDSceneNode : public FCDEntity { private: DeclareObjectType; FCDSceneNodeList parents; FCDSceneNodeList children; FCDTransformList transforms; FCDEntityInstanceList instances; // Visibility parameter. Should be a boolean, but is animated float visibility; // Maya-specific // The number of entities that target this node uint32 targetCount; // Whether this node is a joint. bool isJoint; public: /** Constructor: do not use directly. Instead, use the FCDSceneNode::AddChild function for child visual scene nodes or the FCDLibrary::AddEntity function for visual scenes. @param document The COLLADA document that owns the scene node. */ FCDSceneNode(FCDocument* document); /** Destructor: do not use directly. Instead, use the FCDSceneNode::ReleaseChild function for visual scene nodes or the FCDLibrary::ReleaseEntity function for visual scenes. */ virtual ~FCDSceneNode(); /** Retrieves the type of the entity class. @return The type of entity class: SCENE_NODE. */ inline virtual Type GetType() const { return SCENE_NODE; } /** Retrieves the number of parent nodes for this visual scene node. @return The number of parents. */ inline size_t GetParentCount() const { return parents.size(); }; /** Retrieves a specific parent of the visual scene node. @param index The index of the parent. @return The parent visual scene node. This pointer will be NULL if the scene node has no parents or if the index is out-of-bounds. */ inline FCDSceneNode* GetParent(size_t index = 0) { FUAssert(index == 0 || index < parents.size(), return NULL); return (!parents.empty()) ? parents.at(index) : NULL; } inline const FCDSceneNode* GetParent(size_t index = 0) const { FUAssert(index == 0 || index < parents.size(), return NULL); return (!parents.empty()) ? parents.at(index) : NULL; } /**< See above. */ /** Retrieves the number of child nodes for this visual scene node. @return The number of children. */ inline size_t GetChildrenCount() const { return children.size(); }; /** Retrieves a specific child of the visual scene node. @param index The index of the child. @return The child scene node. This pointer will be NULL if the index is out-of-bounds. */ inline FCDSceneNode* GetChild(size_t index) { FUAssert(index < children.size(), return NULL); return children.at(index); } inline const FCDSceneNode* GetChild(size_t index) const { FUAssert(index < children.size(), return NULL); return children.at(index); } /**< See above. */ /** Retrieves the list of children of the visual scene node. @return The list of child scene nodes. */ inline FCDSceneNodeList& GetChildren() { return children; } inline const FCDSceneNodeList& GetChildren() const { return children; } /**< See above. */ /** Creates a new child scene node. @return The new child scene node. */ FCDSceneNode* AddChildNode(); /** Attaches a existing scene node to this visual scene node. This function will fail if attaching the given scene node to this visual scene node creates a cycle within the scene graph. @param sceneNode The scene node to attach. @return Whether the given scene node was attached to this scene node. */ bool AddChildNode(FCDSceneNode* sceneNode); /** Retrieves the number of entity instances at this node of the scene graph. @return The number of entity instances. */ inline size_t GetInstanceCount() const { return instances.size(); }; /** Retrieves a specific entity instance. @param index The index of the instance. @return The entity instance at the given index. This pointer will be NULL if the index is out-of-bounds. */ inline FCDEntityInstance* GetInstance(size_t index) { FUAssert(index < instances.size(), return NULL); return instances.at(index); } inline const FCDEntityInstance* GetInstance(size_t index) const { FUAssert(index < instances.size(), return NULL); return instances.at(index); } /**< See above. */ /** Retrieves the list of entity instances at this node of the scene graph. @return The list of entity instances. */ inline FCDEntityInstanceList& GetInstances() { return instances; } inline const FCDEntityInstanceList& GetInstances() const { return instances; } /**< See above. */ /** Creates a new entity instance. Only geometric entities, controllers, light and cameras can be instantiated in the scene graph. To instantiate visual scene nodes, use the AddChildNode function. @param entity The entity to instantiate. Set this pointer to NULL to instantiate an external entity. @return The entity instance structure. This pointer will be NULL if the entity cannot be instantiated here. */ FCDEntityInstance* AddInstance(FCDEntity* entity); /** Releases an entity instance. @param instance The entity instance to release. */ void ReleaseInstance(FCDEntityInstance* instance); /** Retrieves the number of transforms for this node of the scene graph. @return The number of transforms. */ inline size_t GetTransformCount() const { return transforms.size(); }; /** Retrieves a specific transform. @param index The index of the transform. @return The transform at the given index. This pointer will be NULL if the index is out-of-bounds. */ inline FCDTransform* GetTransform(size_t index) { FUAssert(index < transforms.size(), return NULL); return transforms.at(index); } inline const FCDTransform* GetTransform(size_t index) const { FUAssert(index < transforms.size(), return NULL); return transforms.at(index); } /**< See above. */ /** Retrieves the list of transforms for this node of the scene graph. @return The list of transforms. */ inline FCDTransformList& GetTransforms() { return transforms; } inline const FCDTransformList& GetTransforms() const { return transforms; } /**< See above. */ /** Creates a new transform for this visual scene node. The transforms are processed in order and COLLADA is column-major. For row-major matrix stacks, such as DirectX, this implies that the transformations will be processed in reverse order. By default, a transform is added at the end of the list. @param type The type of transform to create. @param index The index at which to insert the transform. Set this value to -1 to indicate that you want this transform at the end of the stack. @return The created transform. */ FCDTransform* AddTransform(FCDTransform::Type type, size_t index = (size_t)-1); /** Releases a transform affecting this visual scene node. @param transform The transform to release. */ void ReleaseTransform(FCDTransform* transform); /** Retrieves the visual scene node with the given id. This function looks through the whole tree of visual scene nodes for the wanted COLLADA id. @param daeId The COLLADA id to look for. @return The visual scene node which has the given COLLADA id. This pointer will be NULL if no visual scene node can be found with the given COLLADA id. */ virtual FCDEntity* FindDaeId(const string& daeId); /** Retrieves whether the visual scene node is visible. A hidden visual scene node will not be rendered but will still affect the world. This parameter is a floating-point value because it is animated. It should be intepreted as a Boolean value. @return Whether the scene node is visible. */ inline float& GetVisibility() { return visibility; } inline const float& GetVisibility() const { return visibility; } /**< See above. */ /** Sets the visibility of the visual scene node. A hidden visual scene node will not be rendered but will still affect the world. @param isVisible Whether the visual scene node is visible. */ inline void SetVisibility(bool isVisible) { visibility = isVisible; } /** Retrieves whether this visual scene node is the target of an entity. @return Whether this is an entity target. */ inline bool IsTarget() const { return targetCount > 0; } /** Retrieves whether this visual scene node is a joint. Joints are called bones in 3dsMax. A joint is a scene node that is used in skinning. @return Whether this node is a joint. */ bool IsJoint() const { return isJoint; } /** Sets whether a visual scene node is a joint. Joints are called bones in 3dsMax. A joint is a scene node that is used in skinning. @param _isJoint Whether this node is a joint. */ void SetJointFlag(bool _isJoint) { isJoint = _isJoint; } /** Retrieves the local transform for this visual scene node. This function does not handle or apply animations. @return The local transform. */ FMMatrix44 ToMatrix() const; /** Generates a list of local transform samples for this visual scene node. This function will permanently modify the transforms of this visual scene node. @param keys A list of key inputs that will be filled in with the sample times. @param values A list of matrices that will be filled in with the sampled local transforms. */ void GenerateSampledMatrixAnimation(FloatList& keys, FMMatrix44List& values); /** [INTERNAL] Increments the number of entities target this node. To set targets, use the FCDTargetedEntity::SetTarget function. */ inline void IncrementTargetCount() { ++targetCount; } /** [INTERNAL] Decrements the number of entities target this node. To set targets, use the FCDTargetedEntity::SetTarget function. */ inline void DecrementTargetCount() { if (targetCount > 0) --targetCount; } /** [INTERNAL] Reads in the visual scene node from a given COLLADA XML tree node. @param sceneNode The COLLADA XML tree node. @return The status of the import. If the status is not successful, it may be dangerous to extract information from the node.*/ virtual FUStatus LoadFromXML(xmlNode* sceneNode); /** [INTERNAL] Writes out the visual scene node to the given COLLADA XML tree node. @param parentNode The COLLADA XML parent node in which to insert the node. @return The created XML tree node. */ virtual xmlNode* WriteToXML(xmlNode* parentNode) const; private: FUStatus LoadFromExtra(); void BindMaterial(xmlNode* node); void WriteToNodeXML(xmlNode* node, bool isVisualScene) const; }; #endif // _FCD_SCENE_NODE_