31 #include "common/list.h" 32 #include "hpl1/engine/math/MathTypes.h" 33 #include "hpl1/engine/scene/Node.h" 39 kSaveData_ChildClass(iNode, cNode3D) {
40 kSaveData_ClassInit(cNode3D) public : tString msName;
42 bool mbAutoDeleteChildren;
43 cMatrixf m_mtxLocalTransform;
46 iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
47 int GetSaveCreatePrio();
56 cNode3D(
const tString &asName =
"",
bool abAutoDeleteChildren =
true);
60 cNode3D *CreateChild3D(
const tString &asName =
"",
bool abAutoDeleteChildren =
true);
69 void SetMatrix(
const cMatrixf &a_mtxTransform,
bool abSetChildrenUpdated =
true);
71 void SetWorldPosition(
const cVector3f &avWorldPos);
72 void SetWorldMatrix(
const cMatrixf &a_mtxWorldTransform);
74 const char *GetName();
78 void AddRotation(
const cVector3f &avRot, eEulerRotationOrder aOrder);
83 void AddTranslation(
const cVector3f &avTrans);
85 void SetSource(
const tString &asSource);
86 const char *GetSource();
94 void SetParent(
cNode3D *apNode);
95 void AddChild(
cNode3D *apChild);
103 void UpdateWorldTransform();
104 void SetWorldTransformUpdated();
110 bool mbAutoDeleteChildren;
121 bool mbTransformUpdated;
128 #endif // HPL_NODE3D_H
virtual void SaveToSaveData(iSaveData *apSaveData)
Definition: Quaternion.h:36
Definition: SaveGame.h:130
Definition: SaveGame.h:111
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame)
virtual void LoadFromSaveData(iSaveData *apSaveData)
virtual iSaveData * CreateSaveData()
void UpdateMatrix(bool abSetChildrenUpdated)
Definition: SaveGame.h:183