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engines/hpl1/engine/scene/Node3D.h
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128
engines/hpl1/engine/scene/Node3D.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_NODE3D_H
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#define HPL_NODE3D_H
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#include "common/list.h"
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/scene/Node.h"
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namespace hpl {
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//------------------------------------
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kSaveData_ChildClass(iNode, cNode3D) {
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kSaveData_ClassInit(cNode3D) public : tString msName;
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tString msSource;
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bool mbAutoDeleteChildren;
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cMatrixf m_mtxLocalTransform;
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int mlParentId;
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iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
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int GetSaveCreatePrio();
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};
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//------------------------------------
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class cNode3D : public iNode {
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typedef iNode super;
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public:
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cNode3D(const tString &asName = "", bool abAutoDeleteChildren = true);
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virtual ~cNode3D();
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iNode *CreateChild();
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cNode3D *CreateChild3D(const tString &asName = "", bool abAutoDeleteChildren = true);
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cVector3f GetLocalPosition();
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cMatrixf &GetLocalMatrix();
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cVector3f GetWorldPosition();
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cMatrixf &GetWorldMatrix();
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void SetPosition(const cVector3f &avPos);
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void SetMatrix(const cMatrixf &a_mtxTransform, bool abSetChildrenUpdated = true);
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void SetWorldPosition(const cVector3f &avWorldPos);
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void SetWorldMatrix(const cMatrixf &a_mtxWorldTransform);
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const char *GetName();
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cNode3D *GetParent();
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void AddRotation(const cVector3f &avRot, eEulerRotationOrder aOrder);
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void AddRotation(const cQuaternion &aqRotation);
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void AddScale(const cVector3f &avScale);
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void AddTranslation(const cVector3f &avTrans);
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void SetSource(const tString &asSource);
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const char *GetSource();
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/**
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* Updates the matrix with the added scales, translations and rotation. It also resets these values.
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*/
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void UpdateMatrix(bool abSetChildrenUpdated);
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// Extra stuff that shouldn't be used externally
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void SetParent(cNode3D *apNode);
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void AddChild(cNode3D *apChild);
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// SaveObject implementation
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virtual iSaveData *CreateSaveData();
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virtual void SaveToSaveData(iSaveData *apSaveData);
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virtual void LoadFromSaveData(iSaveData *apSaveData);
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virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
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void UpdateWorldTransform();
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void SetWorldTransformUpdated();
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private:
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tString msName;
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tString msSource;
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bool mbAutoDeleteChildren;
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cMatrixf m_mtxLocalTransform;
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cMatrixf m_mtxWorldTransform;
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cVector3f mvWorldPosition;
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cMatrixf m_mtxRotation;
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cVector3f mvScale;
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cVector3f mvTranslation;
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bool mbTransformUpdated;
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cNode3D *mpParent;
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};
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} // namespace hpl
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#endif // HPL_NODE3D_H
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