PrimeWorldEditor/src/Core/Scene/CScriptNode.h

81 lines
2.6 KiB
C++

#ifndef CSCRIPTNODE_H
#define CSCRIPTNODE_H
#include "CSceneNode.h"
#include "CScriptAttachNode.h"
#include "CModelNode.h"
#include "CCollisionNode.h"
#include "Core/Resource/Script/CScriptObject.h"
#include "Core/CLightParameters.h"
class CScriptExtra;
class CScriptNode : public CSceneNode
{
CScriptObject *mpInstance;
CScriptExtra *mpExtra;
TResPtr<CResource> mpDisplayAsset;
u32 mCharIndex;
u32 mAnimIndex;
CCollisionNode *mpCollisionNode;
std::vector<CScriptAttachNode*> mAttachments;
bool mHasValidPosition;
bool mHasVolumePreview;
CModelNode *mpVolumePreviewNode;
CLightParameters *mpLightParameters;
enum EGameModeVisibility
{
eVisible, eNotVisible, eUntested
} mGameModeVisibility;
public:
CScriptNode(CScene *pScene, u32 NodeID, CSceneNode *pParent = 0, CScriptObject *pObject = 0);
ENodeType NodeType();
void PostLoad();
void OnTransformed();
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo);
void Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo);
void DrawSelection();
void RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& rkViewInfo);
SRayIntersection RayNodeIntersectTest(const CRay& rkRay, u32 AssetID, const SViewInfo& rkViewInfo);
bool AllowsRotate() const;
bool AllowsScale() const;
bool IsVisible() const;
CColor TintColor(const SViewInfo& rkViewInfo) const;
CColor WireframeColor() const;
void LinksModified();
void PropertyModified(IProperty *pProp);
void UpdatePreviewVolume();
void GeneratePosition();
void TestGameModeVisibility();
CScriptObject* Instance() const;
CScriptTemplate* Template() const;
CScriptExtra* Extra() const;
bool HasPreviewVolume() const;
CAABox PreviewVolumeAABox() const;
CVector2f BillboardScale() const;
CTransform4f BoneTransform(u32 BoneID, EAttachType AttachType, bool Absolute) const;
CModel* ActiveModel() const;
CAnimSet* ActiveAnimSet() const;
CSkeleton* ActiveSkeleton() const;
CAnimation* ActiveAnimation() const;
CTexture* ActiveBillboard() const;
bool UsesModel() const;
inline u32 NumAttachments() const { return mAttachments.size(); }
inline CScriptAttachNode* Attachment(u32 Index) const { return mAttachments[Index]; }
inline CResource* DisplayAsset() const { return mpDisplayAsset; }
protected:
void SetDisplayAsset(CResource *pRes);
void CalculateTransform(CTransform4f& rOut) const;
};
#endif // CSCRIPTNODE_H