375 lines
13 KiB
C++
375 lines
13 KiB
C++
#ifndef __dom150Node_h__
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#define __dom150Node_h__
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#include <dae/daeDocument.h>
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#include <1.5/dom/domTypes.h>
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#include <1.5/dom/domElements.h>
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#include <1.5/dom/domAsset.h>
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#include <1.5/dom/domLookat.h>
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#include <1.5/dom/domMatrix.h>
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#include <1.5/dom/domRotate.h>
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#include <1.5/dom/domScale.h>
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#include <1.5/dom/domSkew.h>
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#include <1.5/dom/domTranslate.h>
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#include <1.5/dom/domInstance_camera.h>
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#include <1.5/dom/domInstance_controller.h>
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#include <1.5/dom/domInstance_geometry.h>
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#include <1.5/dom/domInstance_light.h>
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#include <1.5/dom/domInstance_node.h>
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#include <1.5/dom/domNode.h>
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#include <1.5/dom/domExtra.h>
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class DAE;
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namespace ColladaDOM150 {
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/**
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* Nodes embody the hierarchical relationship of elements in the scene.
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*/
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class domNode : public daeElement
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{
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public:
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virtual COLLADA_TYPE::TypeEnum getElementType() const { return COLLADA_TYPE::NODE; }
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static daeInt ID() { return 386; }
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virtual daeInt typeID() const { return ID(); }
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protected: // Attributes
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/**
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* The id attribute is a text string containing the unique identifier of
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* this element. This value must be unique within the instance document.
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* Optional attribute.
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*/
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xsID attrId;
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/**
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* The name attribute is the text string name of this element. Optional attribute.
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*/
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xsToken attrName;
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/**
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* The sid attribute is a text string value containing the sub-identifier
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* of this element. This value must be unique within the scope of the parent
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* element. Optional attribute.
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*/
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domSid attrSid;
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/**
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* The type attribute indicates the type of the node element. The default
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* value is "NODE". Optional attribute.
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*/
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domNode_enum attrType;
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/**
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* The layer attribute indicates the names of the layers to which this node
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* belongs. For example, a value of "foreground glowing" indicates that
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* this node belongs to both the 'foreground' layer and the 'glowing' layer.
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* The default value is empty, indicating that the node doesn't belong to
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* any layer. Optional attribute.
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*/
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domList_of_names attrLayer;
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protected: // Elements
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/**
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* The node element may contain an asset element. @see domAsset
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*/
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domAssetRef elemAsset;
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/**
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* The node element may contain any number of lookat elements. @see domLookat
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*/
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domLookat_Array elemLookat_array;
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/**
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* The node element may contain any number of matrix elements. @see domMatrix
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*/
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domMatrix_Array elemMatrix_array;
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/**
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* The node element may contain any number of rotate elements. @see domRotate
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*/
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domRotate_Array elemRotate_array;
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/**
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* The node element may contain any number of scale elements. @see domScale
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*/
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domScale_Array elemScale_array;
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/**
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* The node element may contain any number of skew elements. @see domSkew
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*/
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domSkew_Array elemSkew_array;
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/**
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* The node element may contain any number of translate elements. @see domTranslate
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*/
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domTranslate_Array elemTranslate_array;
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/**
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* The node element may instance any number of camera objects. @see domInstance_camera
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*/
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domInstance_camera_Array elemInstance_camera_array;
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/**
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* The node element may instance any number of controller objects. @see domInstance_controller
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*/
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domInstance_controller_Array elemInstance_controller_array;
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/**
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* The node element may instance any number of geometry objects. @see domInstance_geometry
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*/
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domInstance_geometry_Array elemInstance_geometry_array;
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/**
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* The node element may instance any number of light objects. @see domInstance_light
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*/
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domInstance_light_Array elemInstance_light_array;
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/**
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* The node element may instance any number of node elements or hierarchies
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* objects. @see domInstance_node
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*/
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domInstance_node_Array elemInstance_node_array;
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/**
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* The node element may be hierarchical and be the parent of any number of
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* other node elements. @see domNode
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*/
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domNode_Array elemNode_array;
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/**
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* The extra element may appear any number of times. @see domExtra
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*/
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domExtra_Array elemExtra_array;
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/**
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* Used to preserve order in elements that do not specify strict sequencing of sub-elements.
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*/
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daeElementRefArray _contents;
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/**
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* Used to preserve order in elements that have a complex content model.
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*/
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daeUIntArray _contentsOrder;
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/**
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* Used to store information needed for some content model objects.
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*/
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daeTArray< daeCharArray * > _CMData;
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public: //Accessors and Mutators
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/**
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* Gets the id attribute.
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* @return Returns a xsID of the id attribute.
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*/
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xsID getId() const { return attrId; }
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/**
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* Sets the id attribute.
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* @param atId The new value for the id attribute.
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*/
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void setId( xsID atId ) { *(daeStringRef*)&attrId = atId;
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if( _document != NULL ) _document->changeElementID( this, attrId );
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}
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/**
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* Gets the name attribute.
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* @return Returns a xsToken of the name attribute.
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*/
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xsToken getName() const { return attrName; }
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/**
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* Sets the name attribute.
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* @param atName The new value for the name attribute.
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*/
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void setName( xsToken atName ) { *(daeStringRef*)&attrName = atName;}
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/**
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* Gets the sid attribute.
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* @return Returns a domSid of the sid attribute.
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*/
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domSid getSid() const { return attrSid; }
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/**
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* Sets the sid attribute.
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* @param atSid The new value for the sid attribute.
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*/
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void setSid( domSid atSid ) { *(daeStringRef*)&attrSid = atSid;}
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/**
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* Gets the type attribute.
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* @return Returns a domNode_enum of the type attribute.
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*/
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domNode_enum getType() const { return attrType; }
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/**
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* Sets the type attribute.
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* @param atType The new value for the type attribute.
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*/
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void setType( domNode_enum atType ) { attrType = atType; }
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/**
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* Gets the layer attribute.
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* @return Returns a domList_of_names of the layer attribute.
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*/
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domList_of_names getLayer() const { return attrLayer; }
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/**
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* Sets the layer attribute.
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* @param atLayer The new value for the layer attribute.
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*/
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void setLayer( domList_of_names atLayer ) { attrLayer = atLayer; }
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/**
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* Gets the asset element.
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* @return a daeSmartRef to the asset element.
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*/
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const domAssetRef getAsset() const { return elemAsset; }
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/**
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* Gets the lookat element array.
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* @return Returns a reference to the array of lookat elements.
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*/
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domLookat_Array &getLookat_array() { return elemLookat_array; }
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/**
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* Gets the lookat element array.
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* @return Returns a constant reference to the array of lookat elements.
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*/
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const domLookat_Array &getLookat_array() const { return elemLookat_array; }
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/**
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* Gets the matrix element array.
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* @return Returns a reference to the array of matrix elements.
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*/
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domMatrix_Array &getMatrix_array() { return elemMatrix_array; }
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/**
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* Gets the matrix element array.
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* @return Returns a constant reference to the array of matrix elements.
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*/
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const domMatrix_Array &getMatrix_array() const { return elemMatrix_array; }
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/**
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* Gets the rotate element array.
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* @return Returns a reference to the array of rotate elements.
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*/
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domRotate_Array &getRotate_array() { return elemRotate_array; }
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/**
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* Gets the rotate element array.
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* @return Returns a constant reference to the array of rotate elements.
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*/
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const domRotate_Array &getRotate_array() const { return elemRotate_array; }
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/**
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* Gets the scale element array.
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* @return Returns a reference to the array of scale elements.
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*/
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domScale_Array &getScale_array() { return elemScale_array; }
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/**
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* Gets the scale element array.
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* @return Returns a constant reference to the array of scale elements.
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*/
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const domScale_Array &getScale_array() const { return elemScale_array; }
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/**
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* Gets the skew element array.
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* @return Returns a reference to the array of skew elements.
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*/
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domSkew_Array &getSkew_array() { return elemSkew_array; }
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/**
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* Gets the skew element array.
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* @return Returns a constant reference to the array of skew elements.
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*/
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const domSkew_Array &getSkew_array() const { return elemSkew_array; }
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/**
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* Gets the translate element array.
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* @return Returns a reference to the array of translate elements.
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*/
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domTranslate_Array &getTranslate_array() { return elemTranslate_array; }
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/**
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* Gets the translate element array.
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* @return Returns a constant reference to the array of translate elements.
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*/
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const domTranslate_Array &getTranslate_array() const { return elemTranslate_array; }
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/**
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* Gets the instance_camera element array.
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* @return Returns a reference to the array of instance_camera elements.
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*/
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domInstance_camera_Array &getInstance_camera_array() { return elemInstance_camera_array; }
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/**
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* Gets the instance_camera element array.
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* @return Returns a constant reference to the array of instance_camera elements.
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*/
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const domInstance_camera_Array &getInstance_camera_array() const { return elemInstance_camera_array; }
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/**
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* Gets the instance_controller element array.
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* @return Returns a reference to the array of instance_controller elements.
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*/
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domInstance_controller_Array &getInstance_controller_array() { return elemInstance_controller_array; }
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/**
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* Gets the instance_controller element array.
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* @return Returns a constant reference to the array of instance_controller elements.
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*/
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const domInstance_controller_Array &getInstance_controller_array() const { return elemInstance_controller_array; }
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/**
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* Gets the instance_geometry element array.
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* @return Returns a reference to the array of instance_geometry elements.
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*/
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domInstance_geometry_Array &getInstance_geometry_array() { return elemInstance_geometry_array; }
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/**
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* Gets the instance_geometry element array.
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* @return Returns a constant reference to the array of instance_geometry elements.
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*/
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const domInstance_geometry_Array &getInstance_geometry_array() const { return elemInstance_geometry_array; }
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/**
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* Gets the instance_light element array.
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* @return Returns a reference to the array of instance_light elements.
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*/
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domInstance_light_Array &getInstance_light_array() { return elemInstance_light_array; }
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/**
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* Gets the instance_light element array.
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* @return Returns a constant reference to the array of instance_light elements.
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*/
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const domInstance_light_Array &getInstance_light_array() const { return elemInstance_light_array; }
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/**
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* Gets the instance_node element array.
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* @return Returns a reference to the array of instance_node elements.
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*/
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domInstance_node_Array &getInstance_node_array() { return elemInstance_node_array; }
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/**
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* Gets the instance_node element array.
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* @return Returns a constant reference to the array of instance_node elements.
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*/
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const domInstance_node_Array &getInstance_node_array() const { return elemInstance_node_array; }
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/**
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* Gets the node element array.
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* @return Returns a reference to the array of node elements.
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*/
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domNode_Array &getNode_array() { return elemNode_array; }
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/**
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* Gets the node element array.
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* @return Returns a constant reference to the array of node elements.
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*/
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const domNode_Array &getNode_array() const { return elemNode_array; }
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/**
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* Gets the extra element array.
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* @return Returns a reference to the array of extra elements.
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*/
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domExtra_Array &getExtra_array() { return elemExtra_array; }
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/**
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* Gets the extra element array.
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* @return Returns a constant reference to the array of extra elements.
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*/
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const domExtra_Array &getExtra_array() const { return elemExtra_array; }
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/**
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* Gets the _contents array.
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* @return Returns a reference to the _contents element array.
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*/
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daeElementRefArray &getContents() { return _contents; }
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/**
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* Gets the _contents array.
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* @return Returns a constant reference to the _contents element array.
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*/
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const daeElementRefArray &getContents() const { return _contents; }
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protected:
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/**
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* Constructor
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*/
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domNode(DAE& dae) : daeElement(dae), attrId(), attrName(), attrSid(), attrType(), attrLayer(), elemAsset(), elemLookat_array(), elemMatrix_array(), elemRotate_array(), elemScale_array(), elemSkew_array(), elemTranslate_array(), elemInstance_camera_array(), elemInstance_controller_array(), elemInstance_geometry_array(), elemInstance_light_array(), elemInstance_node_array(), elemNode_array(), elemExtra_array() {}
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/**
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* Destructor
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*/
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virtual ~domNode() { daeElement::deleteCMDataArray(_CMData); }
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/**
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* Overloaded assignment operator
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*/
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virtual domNode &operator=( const domNode &cpy ) { (void)cpy; return *this; }
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public: // STATIC METHODS
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/**
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* Creates an instance of this class and returns a daeElementRef referencing it.
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* @return a daeElementRef referencing an instance of this object.
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*/
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static DLLSPEC daeElementRef create(DAE& dae);
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/**
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* Creates a daeMetaElement object that describes this element in the meta object reflection framework.
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* If a daeMetaElement already exists it will return that instead of creating a new one.
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* @return A daeMetaElement describing this COLLADA element.
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*/
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static DLLSPEC daeMetaElement* registerElement(DAE& dae);
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};
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} // ColladaDOM150
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#endif
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