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//-----------------------------------------------------------------------------
// Name: group.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/mat4.h>
#include <Math/quaternions.h>
#include <Game/EntityDescription.h>
#include <Objects/object.h>
class Group : public Object {
public:
struct Child {
Object* direct_ptr;
vec3 rel_translation;
quaternion rel_rotation;
vec3 rel_scale;
};
std::vector<Child> children;
bool child_transforms_need_update;
bool child_moved;
Group();
bool Initialize();
virtual ~Group();
virtual int lineCheck(const vec3 &start, const vec3 &end, vec3 *point, vec3 *normal=0);
virtual EntityType GetType() const { return _group; }
virtual bool SetFromDesc( const EntityDescription &desc );
virtual void PreDrawCamera(float curr_game_time);
virtual void PreDrawFrame(float curr_game_time);
virtual void Moved(Object::MoveType type);
virtual void GetDesc(EntityDescription &desc) const;
virtual void ChildMoved(Object::MoveType type);
virtual void ChildLost(Object *obj);
virtual void UpdateParentHierarchy();
virtual void PropagateTransformsDown(bool deep);
virtual void GetDisplayName(char* buf, int buf_size);
virtual void SetEnabled(bool val);
virtual void InitShape();
virtual void InitRelMats();
virtual void FinalizeLoadedConnections();
virtual void GetChildren(std::vector<Object*>* ret_children);
virtual void GetBottomUpCompleteChildren(std::vector<Object*>* ret_children);
virtual void GetTopDownCompleteChildren(std::vector<Object*>* ret_children);
virtual void HandleTransformationOccured();
virtual void ReceiveObjectMessageVAList(OBJECT_MSG::Type type, va_list args);
virtual void Update(float timestep){}
virtual void RemapReferences(std::map<int,int> id_map);
virtual void SetTranslationRotationFast(const vec3& trans, const quaternion& rotation);
void PropagateTransformsDownFast(bool deep);
virtual bool IsGroupDerived() const {return true;}
virtual ObjectSanityState GetSanity();
};
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