-
Notifications
You must be signed in to change notification settings - Fork 45
/
Node.h
118 lines (90 loc) · 2.85 KB
/
Node.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
/*
* Copyright (c) 2014-2024, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2024 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact chebert@nvidia.com (Chris Hebert) for feedback */
#pragma once
#include "Renderable.h"
#include "Transform.h"
#include "Types.h"
#include <map>
#include <vector>
class Node
{
public:
typedef size_t ID;
typedef size_t Count;
typedef std::map<ID, Node*> Map;
typedef std::vector<Node*> List;
Node();
Node(Node* inParent, const ID& inID);
~Node();
void reset();
bool update(bool inUpdateChildren = false);
void draw();
class NodeList
{
public:
NodeList();
~NodeList();
Node* newNode(const ID& inID, Node* inParent = NULL);
void addNode(Node* inNode, Node* inParent = NULL);
Node* getNode(const ID& inID);
Node::List& getData() { return m_data; }
template <typename T>
T* newNodeClass(Node* inParent = NULL)
{
typename T::ID id = nextID();
T* node = new T(inParent, id);
addNode(node);
return node;
}
ID nextID();
Count count();
private:
Node::List m_data;
};
void setPosition(float inX, float inY, float inZ);
void setRotation(float inX, float inY, float inZ);
void setRotation(glm::quat& inQuat);
void setScale(float inX, float inY, float inZ);
void setScale(float inScale);
glm::vec4 worldPosition();
glm::vec4 worldPosition(glm::vec4& inPosition);
Node* newChild();
Node* newChild(const ID& inID);
Node* newChild(const glm::vec4& inPosition);
Node* newChild(const float inX, const float inY, const float inZ);
Renderable* newRenderable();
Renderable* getRenderable(const Renderable::ID& inID);
NodeList& ChildNodes();
Transform& GetTransform();
Node* getParent() { return m_parent; }
void setParent(Node* inParent) { m_parent = inParent; }
void getTriangles(render::TriangleList& outTriangles);
ID getID() { return m_id; }
protected:
ID m_id = 0;
Node* m_parent = nullptr;
Transform m_transform;
NodeList m_child_nodes;
Renderable::List m_renderables;
glm::vec3 m_position{0.0f, 0.0f, 0.0f};
glm::vec3 m_rotation{0.0f, 0.0f, 0.0f};
glm::vec3 m_scale{1.0f, 1.0f, 1.0f};
bool m_transform_needs_update = true;
};