#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
}
}
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