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Node.h
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/*
* Copyright (c) 2014-2023, 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) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact chebert@nvidia.com (Chris Hebert) for feedback */
#ifndef __H_NODE_
#define __H_NODE_
#include "Renderable.h"
#include "Transform.h"
#include "Types.h"
#include <map>
#include <vector>
#pragma once
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(nvmath::quatf& inQuat);
void setScale(float inX, float inY, float inZ);
void setScale(float inScale);
nvmath::vec4f worldPosition();
nvmath::vec4f worldPosition(nvmath::vec4f& inPosition);
Node* newChild();
Node* newChild(const ID& inID);
Node* newChild(const Vec4f& 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;
nvmath::vec3f m_position{0.0f, 0.0f, 0.0f};
nvmath::vec3f m_rotation{0.0f, 0.0f, 0.0f};
nvmath::vec3f m_scale{1.0f, 1.0f, 1.0f};
bool m_transform_needs_update = true;
};
#endif