BspSceneNode.cs :  » Game » RealmForge » Axiom » SceneManagers » Bsp » C# / CSharp Open Source

Home
C# / CSharp Open Source
1.2.6.4 mono .net core
2.2.6.4 mono core
3.Aspect Oriented Frameworks
4.Bloggers
5.Build Systems
6.Business Application
7.Charting Reporting Tools
8.Chat Servers
9.Code Coverage Tools
10.Content Management Systems CMS
11.CRM ERP
12.Database
13.Development
14.Email
15.Forum
16.Game
17.GIS
18.GUI
19.IDEs
20.Installers Generators
21.Inversion of Control Dependency Injection
22.Issue Tracking
23.Logging Tools
24.Message
25.Mobile
26.Network Clients
27.Network Servers
28.Office
29.PDF
30.Persistence Frameworks
31.Portals
32.Profilers
33.Project Management
34.RSS RDF
35.Rule Engines
36.Script
37.Search Engines
38.Sound Audio
39.Source Control
40.SQL Clients
41.Template Engines
42.Testing
43.UML
44.Web Frameworks
45.Web Service
46.Web Testing
47.Wiki Engines
48.Windows Presentation Foundation
49.Workflows
50.XML Parsers
C# / C Sharp
C# / C Sharp by API
C# / CSharp Tutorial
C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » SceneManagers » Bsp » BspSceneNode.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;

using Axiom;
using Axiom.Core;
using Axiom.MathLib;

namespace Axiom.SceneManagers.Bsp{
  /// <summary>
  ///    Specialisation of <see cref="Axiom.Core.SceneNode"/> for the <see cref="Plugin_BSPSceneManager.BspSceneManager"/>.
  ///  </summarny>
  /// <remarks>
  ///    This specialisation of <see cref="Axiom.Core.SceneNode"/> is to enable information about the
  ///    leaf node in which any attached objects are held is stored for
  ///    use in the visibility determination. 
  ///    <p/>
  ///    Do not confuse this class with <see cref="Plugin_BSPSceneManager.BspNode"/>, which reflects nodes in the
  ///    BSP tree itself. This class is just like a regular <see cref="Axiom.Core.SceneNode"/>, except that
  ///    it should be locating <see cref="Plugin_BSPSceneManager.BspNode"/> leaf elements which objects should be included
  ///    in. Note that because objects are movable, and thus may very well be overlapping
  ///    the boundaries of more than one leaf, that it is possible that an object attached
  ///    to one <see cref="Plugin_BSPSceneManager.BspSceneNode"/> may actually be associated with more than one BspNode.
  /// </remarks>
  public class BspSceneNode : SceneNode
  {
    #region Constructors
    public BspSceneNode(SceneManager creator) : base(creator)
    {
    }

    public BspSceneNode(SceneManager creator, string name) : base(creator, name)
    {
    }
    #endregion

    #region Methods
    protected override void Update(bool updateChildren, bool parentHasChanged)
    {
      bool checkMovables = false;
  
      //needChildUpdate is more appropriate than needParentUpdate. needParentUpdate
      //is set to false when there is a DerivedPosition/DerivedOrientation.
      if(this.needChildUpdate || parentHasChanged)
        checkMovables = true;

      base.Update(updateChildren, parentHasChanged);

      if(checkMovables)
      {
        for(int i = 0; i < this.objectList.Count; i++)
        {
          SceneObject obj = this.objectList[i];
          if (obj is TextureLight)
          {
            // the notification of BspSceneManager when the position of
            // the light is changed, is taken care of at TextureLight.Update()
            continue;
          }
          ((BspSceneManager) this.Creator).NotifyObjectMoved(obj, this.DerivedPosition);
        }
      }
    }

    /// <summary>
    ///    Detaches the indexed object from this scene node.
    ///  </summary>
    ///  <remarks>
    ///    Detaches by index, see the alternate version to detach by name. Object indexes
    ///    may change as other objects are added / removed.
    /// </remarks>
    public override SceneObject DetachObject(int index)
    {
      SceneObject obj = base.DetachObject(index);

      // TextureLights are detached only when removed at the BspSceneManager
      if (!(obj is TextureLight))
        ((BspSceneManager) this.Creator).NotifyObjectDetached(obj);

      return obj;
    }

    public override void DetachObject(SceneObject obj)
    {
      // TextureLights are detached only when removed at the BspSceneManager
      if (!(obj is TextureLight))
        ((BspSceneManager) this.Creator).NotifyObjectDetached(obj);

      base.DetachObject(obj);
    }

    public override void DetachAllObjects()
    {
      BspSceneManager mgr = (BspSceneManager) this.Creator;

      for(int i = 0; i < this.objectList.Count; i++)
      {
        // TextureLights are detached only when removed at the BspSceneManager
        if (this.objectList[i] is TextureLight)
          continue;

        mgr.NotifyObjectDetached(this.objectList[i]);
      }

      base.DetachAllObjects();
    }
    #endregion
  }
}
www.java2v.com | Contact Us
Copyright 2009 - 12 Demo Source and Support. All rights reserved.
All other trademarks are property of their respective owners.