Simple game engine with complete export to scripting language
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#ifndef BLUECORE_SCENE_NODE_H
#define BLUECORE_SCENE_NODE_H
#include "Camera.h"
#include "RenderQueue.h"
#include "RigidBodySimulation.h"
#include "ModelManager.h"
#include "Utilities/Referenced.h"
#include "Utilities/Named.h"
#include "Utilities/Log.h"
#include "Utilities/Activated.h"
#include "Math/Transformation.h"
#include <iostream>
#include <list>
namespace BlueCore
{
class SceneNode : public Referenced, public Named, public Activated
{
public:
typedef std::list< ref_ptr<SceneNode> > SceneNodeList;
protected:
SceneNode *_Parent;
SceneNodeList _Children;
Transformation _RelativeTransformation;
Transformation _AbsoluteTransformation;
ref_ptr<RigidBody> _RigidBody;
ref_ptr<Model> _Model;
public:
SceneNode();
SceneNode(const std::string &name);
virtual ~SceneNode();
SceneNode *getParent() const;
const SceneNodeList &getChildren() const;
void setRigidBody (RigidBody* body);
RigidBody* getRigidBody ();
void setModel (Model* body);
Model* getModel ();
void attach(SceneNode *node);
void detach(SceneNode *node);
void detachAll();
void detachFromParent();
virtual void update(Scalar time);
virtual void queue (RenderQueue *queue, Camera *camera);
const Transformation& getRelativeTransformation();
const Transformation& getAbsoluteTransformation();
void setRelativeTranslation (const Vector3 &translation);
void setRelativeRotation (const Quaternion &rotation);
virtual void updateAbsoluteTransformation();
};
} // namespace BlueCore
#endif