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 _SceneNode_H__
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26 | #define _SceneNode_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 "OgreNode.h"
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31 | #include "OgreIteratorWrappers.h"
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32 | #include "OgreAxisAlignedBox.h"
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33 |
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34 | namespace Ogre {
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35 |
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36 | /** Class representing a node in the scene graph.
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37 | @remarks
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38 | A SceneNode is a type of Node which is used to organise objects in a scene.
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39 | It has the same hierarchical transformation properties of the generic Node class,
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40 | but also adds the ability to attach world objects to the node, and stores hierarchical
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41 | bounding volumes of the nodes in the tree.
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42 | Child nodes are contained within the bounds of the parent, and so on down the
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43 | tree, allowing for fast culling.
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44 | */
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45 | class _OgreExport SceneNode : public Node
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46 | {
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47 | public:
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48 | typedef HashMap<String, MovableObject*> ObjectMap;
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49 | typedef MapIterator<ObjectMap> ObjectIterator;
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50 | typedef ConstMapIterator<ObjectMap> ConstObjectIterator;
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51 |
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52 | protected:
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53 | ObjectMap mObjectsByName;
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54 | mutable LightList mLightList;
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55 | mutable bool mLightListDirty;
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56 |
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57 | /// Pointer to a Wire Bounding Box for this Node
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58 | WireBoundingBox *mWireBoundingBox;
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59 | /// Flag that determines if the bounding box of the node should be displayed
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60 | bool mShowBoundingBox;
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61 |
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62 | /// SceneManager which created this node
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63 | SceneManager* mCreator;
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64 |
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65 | /// World-Axis aligned bounding box, updated only through _update
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66 | AxisAlignedBox mWorldAABB;
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67 |
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68 | /** See Node. */
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69 | Node* createChildImpl(void);
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70 |
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71 | /** See Node. */
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72 | Node* createChildImpl(const String& name);
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73 |
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74 | /** See Node */
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75 | void setParent(Node* parent);
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76 |
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77 | /** Internal method for setting whether the node is in the scene
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78 | graph.
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79 | */
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80 | void setInSceneGraph(bool inGraph);
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81 |
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82 | /// Whether to yaw around a fixed axis.
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83 | bool mYawFixed;
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84 | /// Fixed axis to yaw around
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85 | Vector3 mYawFixedAxis;
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86 |
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87 | /// Auto tracking target
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88 | SceneNode* mAutoTrackTarget;
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89 | /// Tracking offset for fine tuning
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90 | Vector3 mAutoTrackOffset;
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91 | /// Local 'normal' direction vector
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92 | Vector3 mAutoTrackLocalDirection;
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93 | /// Is this node a current part of the scene graph?
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94 | bool mIsInSceneGraph;
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95 | public:
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96 | /** Constructor, only to be called by the creator SceneManager.
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97 | @remarks
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98 | Creates a node with a generated name.
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99 | */
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100 | SceneNode(SceneManager* creator);
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101 | /** Constructor, only to be called by the creator SceneManager.
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102 | @remarks
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103 | Creates a node with a specified name.
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104 | */
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105 | SceneNode(SceneManager* creator, const String& name);
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106 | ~SceneNode();
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107 |
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108 | /** Adds an instance of a scene object to this node.
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109 | @remarks
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110 | Scene objects can include Entity objects, Camera objects, Light objects,
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111 | ParticleSystem objects etc. Anything that subclasses from MovableObject.
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112 | */
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113 | virtual void attachObject(MovableObject* obj);
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114 |
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115 | /** Reports the number of objects attached to this node.
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116 | */
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117 | virtual unsigned short numAttachedObjects(void) const;
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118 |
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119 | /** Retrieves a pointer to an attached object.
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120 | @remarks Retrieves by index, see alternate version to retrieve by name. The index
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121 | of an object may change as other objects are added / removed.
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122 | */
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123 | virtual MovableObject* getAttachedObject(unsigned short index);
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124 |
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125 | /** Retrieves a pointer to an attached object.
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126 | @remarks Retrieves by object name, see alternate version to retrieve by index.
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127 | */
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128 | virtual MovableObject* getAttachedObject(const String& name);
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129 |
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130 | /** Detaches the indexed object from this scene node.
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131 | @remarks
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132 | Detaches by index, see the alternate version to detach by name. Object indexes
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133 | may change as other objects are added / removed.
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134 | */
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135 | virtual MovableObject* detachObject(unsigned short index);
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136 | /** Detaches an object by pointer. */
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137 | virtual void detachObject(MovableObject* obj);
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138 |
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139 | /** Detaches the named object from this node and returns a pointer to it. */
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140 | virtual MovableObject* detachObject(const String& name);
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141 |
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142 | /** Detaches all objects attached to this node.
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143 | */
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144 | virtual void detachAllObjects(void);
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145 |
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146 | /** Determines whether this node is in the scene graph, ie
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147 | whether it's ulitimate ancestor is the root scene node.
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148 | */
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149 | virtual bool isInSceneGraph(void) const { return mIsInSceneGraph; }
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150 |
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151 | /** Notifies this SceneNode that it is the root scene node.
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152 | @remarks
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153 | Only SceneManager should call this!
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154 | */
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155 | virtual void _notifyRootNode(void) { mIsInSceneGraph = true; }
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156 |
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157 |
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158 | /** Internal method to update the Node.
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159 | @note
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160 | Updates this scene node and any relevant children to incorporate transforms etc.
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161 | Don't call this yourself unless you are writing a SceneManager implementation.
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162 | @param
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163 | updateChildren If true, the update cascades down to all children. Specify false if you wish to
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164 | update children separately, e.g. because of a more selective SceneManager implementation.
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165 | @param
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166 | parentHasChanged This flag indicates that the parent xform has changed,
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167 | so the child should retrieve the parent's xform and combine it with its own
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168 | even if it hasn't changed itself.
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169 | */
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170 | virtual void _update(bool updateChildren, bool parentHasChanged);
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171 |
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172 | /** Tells the SceneNode to update the world bound info it stores.
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173 | */
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174 | virtual void _updateBounds(void);
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175 |
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176 | /** Internal method which locates any visible objects attached to this node and adds them to the passed in queue.
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177 | @remarks
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178 | Should only be called by a SceneManager implementation, and only after the _updat method has been called to
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179 | ensure transforms and world bounds are up to date.
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180 | SceneManager implementations can choose to let the search cascade automatically, or choose to prevent this
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181 | and select nodes themselves based on some other criteria.
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182 | @param
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183 | cam The active camera
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184 | @param
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185 | queue The SceneManager's rendering queue
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186 | @param
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187 | includeChildren If true, the call is cascaded down to all child nodes automatically.
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188 | @param
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189 | displayNodes If true, the nodes themselves are rendered as a set of 3 axes as well
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190 | as the objects being rendered. For debugging purposes.
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191 | */
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192 | virtual void _findVisibleObjects(Camera* cam, RenderQueue* queue,
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193 | bool includeChildren = true, bool displayNodes = false, bool onlyShadowCasters = false);
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194 |
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195 | /** Gets the axis-aligned bounding box of this node (and hence all subnodes).
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196 | @remarks
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197 | Recommended only if you are extending a SceneManager, because the bounding box returned
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198 | from this method is only up to date after the SceneManager has called _update.
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199 | */
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200 | virtual AxisAlignedBox _getWorldAABB(void) const;
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201 |
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202 | /** Retrieves an iterator which can be used to efficiently step through the objects
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203 | attached to this node.
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204 | @remarks
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205 | This is a much faster way to go through <B>all</B> the objects attached to the node
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206 | than using getAttachedObject. But the iterator returned is only valid until a change
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207 | is made to the collection (ie an addition or removal) so treat the returned iterator
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208 | as transient, and don't add / remove items as you go through the iterator, save changes
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209 | until the end, or retrieve a new iterator after making the change. Making changes to
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210 | the object returned through the iterator is OK though.
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211 | */
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212 | virtual ObjectIterator getAttachedObjectIterator(void);
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213 | /** Retrieves an iterator which can be used to efficiently step through the objects
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214 | attached to this node.
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215 | @remarks
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216 | This is a much faster way to go through <B>all</B> the objects attached to the node
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217 | than using getAttachedObject. But the iterator returned is only valid until a change
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218 | is made to the collection (ie an addition or removal) so treat the returned iterator
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219 | as transient, and don't add / remove items as you go through the iterator, save changes
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220 | until the end, or retrieve a new iterator after making the change. Making changes to
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221 | the object returned through the iterator is OK though.
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222 | */
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223 | virtual ConstObjectIterator getAttachedObjectIterator(void) const;
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224 |
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225 | /** Gets the creator of this scene node.
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226 | @remarks
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227 | This method returns the SceneManager which created this node.
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228 | This can be useful for destroying this node.
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229 | */
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230 | SceneManager* getCreator(void) const;
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231 |
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232 | /** This method removes and destroys the named child and all of its children.
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233 | @remarks
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234 | Unlike removeChild, which removes a single named child from this
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235 | node but does not destroy it, this method destroys the child
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236 | and all of it's children.
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237 | @par
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238 | Use this if you wish to recursively destroy a node as well as
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239 | detaching it from it's parent. Note that any objects attached to
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240 | the nodes will be detached but will not themselves be destroyed.
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241 | */
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242 | virtual void removeAndDestroyChild(const String& name);
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243 |
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244 | /** This method removes and destroys the child and all of its children.
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245 | @remarks
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246 | Unlike removeChild, which removes a single named child from this
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247 | node but does not destroy it, this method destroys the child
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248 | and all of it's children.
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249 | @par
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250 | Use this if you wish to recursively destroy a node as well as
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251 | detaching it from it's parent. Note that any objects attached to
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252 | the nodes will be detached but will not themselves be destroyed.
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253 | */
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254 | virtual void removeAndDestroyChild(unsigned short index);
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255 |
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256 | /** Removes and destroys all children of this node.
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257 | @remarks
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258 | Use this to destroy all child nodes of this node and remove
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259 | them from the scene graph. Note that all objects attached to this
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260 | node will be detached but will not be destroyed.
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261 | */
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262 | virtual void removeAndDestroyAllChildren(void);
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263 |
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264 | /** Allows the showing of the node's bounding box.
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265 | @remarks
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266 | Use this to show or hide the bounding box of the node.
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267 | */
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268 | virtual void showBoundingBox(bool bShow);
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269 |
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270 | /** Add the bounding box to the rendering queue.
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271 | */
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272 | virtual void _addBoundingBoxToQueue(RenderQueue* queue);
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273 |
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274 | /** This allows scene managers to determine if the node's bounding box
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275 | should be added to the rendering queue.
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276 | @remarks
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277 | Scene Managers that implement their own _findVisibleObjects will have to
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278 | check this flag and then use _addBoundingBoxToQueue to add the bounding box
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279 | wireframe.
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280 | */
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281 | virtual bool getShowBoundingBox() const;
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282 |
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283 | /** Creates an unnamed new SceneNode as a child of this node.
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284 | @param
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285 | translate Initial translation offset of child relative to parent
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286 | @param
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287 | rotate Initial rotation relative to parent
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288 | */
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289 | virtual SceneNode* createChildSceneNode(
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290 | const Vector3& translate = Vector3::ZERO,
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291 | const Quaternion& rotate = Quaternion::IDENTITY );
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292 |
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293 | /** Creates a new named SceneNode as a child of this node.
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294 | @remarks
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295 | This creates a child node with a given name, which allows you to look the node up from
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296 | the parent which holds this collection of nodes.
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297 | @param
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298 | translate Initial translation offset of child relative to parent
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299 | @param
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300 | rotate Initial rotation relative to parent
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301 | */
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302 | virtual SceneNode* createChildSceneNode(const String& name, const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY);
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303 |
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304 | /** Allows retrieval of the nearest lights to the centre of this SceneNode.
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305 | @remarks
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306 | This method allows a list of lights, ordered by proximity to the centre of
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307 | this SceneNode, to be retrieved. Multiple access to this method when neither
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308 | the node nor the lights have moved will result in the same list being returned
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309 | without recalculation. Can be useful when implementing Renderable::getLights.
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310 | @param radius Optional parameter to specify lights intersecting a given radius of
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311 | this SceneNode's centre.
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312 | */
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313 | const LightList& findLights(Real radius) const;
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314 |
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315 | /** Tells the node whether to yaw around it's own local Y axis or a fixed axis of choice.
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316 | @remarks
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317 | This method allows you to change the yaw behaviour of the node - by default, it
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318 | yaws around it's own local Y axis when told to yaw with TS_LOCAL, this makes it
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319 | yaw around a fixed axis.
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320 | You only really need this when you're using auto tracking (see setAutoTracking,
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321 | because when you're manually rotating a node you can specify the TransformSpace
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322 | in which you wish to work anyway.
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323 | @param
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324 | useFixed If true, the axis passed in the second parameter will always be the yaw axis no
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325 | matter what the node orientation. If false, the node returns to it's default behaviour.
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326 | @param
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327 | fixedAxis The axis to use if the first parameter is true.
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328 | */
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329 | void setFixedYawAxis( bool useFixed, const Vector3& fixedAxis = Vector3::UNIT_Y );
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330 |
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331 | /** Rotate the node around the Y-axis.
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332 | */
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333 | virtual void yaw(const Radian& angle, TransformSpace relativeTo = TS_LOCAL);
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334 | #ifndef OGRE_FORCE_ANGLE_TYPES
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335 | inline void yaw(Real degrees, TransformSpace relativeTo = TS_LOCAL) {
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336 | yaw ( Angle(degrees), relativeTo );
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337 | }
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338 | #endif//OGRE_FORCE_ANGLE_TYPES
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339 | /** Sets the node's direction vector ie it's local -z.
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340 | @remarks
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341 | Note that the 'up' vector for the orientation will automatically be
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342 | recalculated based on the current 'up' vector (i.e. the roll will
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343 | remain the same). If you need more control, use setOrientation.
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344 | @param x,y,z The components of the direction vector
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345 | @param relativeTo The space in which this direction vector is expressed
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346 | @param localDirectionVector The vector which normally describes the natural
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347 | direction of the node, usually -Z
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348 | */
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349 | void setDirection(Real x, Real y, Real z,
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350 | TransformSpace relativeTo = TS_LOCAL,
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351 | const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
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352 |
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353 | /** Sets the node's direction vector ie it's local -z.
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354 | @remarks
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355 | Note that the 'up' vector for the orientation will automatically be
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356 | recalculated based on the current 'up' vector (i.e. the roll will
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357 | remain the same). If you need more control, use setOrientation.
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358 | @param vec The direction vector
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359 | @param relativeTo The space in which this direction vector is expressed
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360 | @param localDirectionVector The vector which normally describes the natural
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361 | direction of the node, usually -Z
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362 | */
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363 | void setDirection(const Vector3& vec, TransformSpace relativeTo = TS_LOCAL,
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364 | const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
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365 | /** Points the local -Z direction of this node at a point in space.
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366 | @param targetPoint A vector specifying the look at point.
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367 | @param relativeTo The space in which the point resides
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368 | @param localDirectionVector The vector which normally describes the natural
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369 | direction of the node, usually -Z
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370 | */
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371 | void lookAt( const Vector3& targetPoint, TransformSpace relativeTo,
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372 | const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z);
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373 | /** Enables / disables automatic tracking of another SceneNode.
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374 | @remarks
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375 | If you enable auto-tracking, this SceneNode will automatically rotate to
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376 | point it's -Z at the target SceneNode every frame, no matter how
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377 | it or the other SceneNode move. Note that by default the -Z points at the
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378 | origin of the target SceneNode, if you want to tweak this, provide a
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379 | vector in the 'offset' parameter and the target point will be adjusted.
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380 | @param enabled If true, tracking will be enabled and the next
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381 | parameter cannot be null. If false tracking will be disabled and the
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382 | current orientation will be maintained.
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383 | @param target Pointer to the SceneNode to track. Make sure you don't
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384 | delete this SceneNode before turning off tracking (e.g. SceneManager::clearScene will
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385 | delete it so be careful of this). Can be null if and only if the enabled param is false.
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386 | @param localDirectionVector The local vector considered to be the usual 'direction'
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387 | of the node; normally the local -Z but can be another direction.
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388 | @param offset If supplied, this is the target point in local space of the target node
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389 | instead of the origin of the target node. Good for fine tuning the look at point.
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390 | */
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391 | void setAutoTracking(bool enabled, SceneNode* target = 0,
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392 | const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z,
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393 | const Vector3& offset = Vector3::ZERO);
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394 | /** Get the auto tracking target for this node, if any. */
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395 | SceneNode* getAutoTrackTarget(void) { return mAutoTrackTarget; }
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396 | /** Get the auto tracking offset for this node, if the node is auto tracking. */
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397 | const Vector3& getAutoTrackOffset(void) { return mAutoTrackOffset; }
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398 | /** Get the auto tracking local direction for this node, if it is auto tracking. */
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399 | const Vector3& getAutoTrackLocalDirection(void) { return mAutoTrackLocalDirection; }
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400 | /** Internal method used by OGRE to update auto-tracking cameras. */
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401 | void _autoTrack(void);
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402 | /** Gets the parent of this SceneNode. */
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403 | SceneNode* getParentSceneNode(void) const;
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404 | /** Makes all objects attached to this node become visible / invisble.
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405 | @remarks
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406 | This is a shortcut to calling setVisible() on the objects attached
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407 | to this node, and optionally to all objects attached to child
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408 | nodes.
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409 | @param visible Whether the objects are to be made visible or invisible
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410 | @param cascade If true, this setting cascades into child nodes too.
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411 | */
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412 | void setVisible(bool visible, bool cascade = true);
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413 | /** Inverts the visibility of all objects attached to this node.
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414 | @remarks
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415 | This is a shortcut to calling setVisible(!isVisible()) on the objects attached
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416 | to this node, and optionally to all objects attached to child
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417 | nodes.
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418 | @param cascade If true, this setting cascades into child nodes too.
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419 | */
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420 | void flipVisibility(bool cascade = true);
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421 |
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422 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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423 | public:
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424 | /** Returns last visited frame id. */
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425 | int lastVisited(void);
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426 | /** Set to current frame id.
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427 | @param current frame id.
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428 | */
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429 | void setLastVisited(int frameid);
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430 | /** Makes this node become visible / invisble.
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431 | @param visible Whether this node is to be made visible or invisible
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432 | */
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433 | void setNodeVisible(bool visible);
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434 | /** Returns true if this node is marked visible, false otherwise. */
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435 | bool isNodeVisible(void);
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436 |
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437 | /** Frame id when this octree was last rendered.
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438 | @return last rendered frame id
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439 | */
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440 | int lastRendered(void);
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441 | /** Sets frame id when this octree was last rendered.
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442 | @param last rendered frame id
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443 | */
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444 | void setLastRendered(int frameid);
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445 |
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446 | protected:
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447 | int mLastVisited;
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448 | bool mVisible;
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449 | int mLastRendered;
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450 | int mId;
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451 | #endif //GTP_VISIBILITY_MODIFIED_OGRE
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452 |
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453 |
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454 |
|
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455 | };
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456 |
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457 |
|
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458 | }// namespace
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459 |
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460 | #endif
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