mirror of https://github.com/axmolengine/axmol.git
75 lines
2.5 KiB
C++
75 lines
2.5 KiB
C++
/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCATTACHNODE_H__
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#define __CCATTACHNODE_H__
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#include "math/Math.h"
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#include "2d/Node.h"
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NS_AX_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class Bone3D;
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/**
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* @brief attach a node to a bone
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* usage: auto mesh = MeshRenderer::create("girl.c3b");
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* auto weapon = MeshRenderer::create("weapon.c3b");
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* auto attachNode = mesh->getAttachNode("left hand");
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* attachNode->addChild(weapon);
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*/
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class AX_DLL AttachNode : public Node
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{
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public:
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/**
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* creates an AttachNode
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* @param attachBone The bone to which the AttachNode is going to attach, the attacheBone must be a bone of the
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* AttachNode's parent
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*/
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static AttachNode* create(Bone3D* attachBone);
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// override
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virtual Mat4 getWorldToNodeTransform() const override;
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virtual Mat4 getNodeToWorldTransform() const override;
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virtual const Mat4& getNodeToParentTransform() const override;
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virtual void visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags) override;
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AttachNode();
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virtual ~AttachNode();
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protected:
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Bone3D* _attachBone;
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mutable Mat4 _transformToParent;
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};
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// end of 3d group
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/// @}
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NS_AX_END
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#endif // __CCATTACHNODE_H__
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