31#include "common/list.h"
32#include "hpl1/engine/math/MathTypes.h"
33#include "hpl1/engine/scene/Node.h"
39kSaveData_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;
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame)
void UpdateMatrix(bool abSetChildrenUpdated)
virtual void SaveToSaveData(iSaveData *apSaveData)
virtual iSaveData * CreateSaveData()
virtual void LoadFromSaveData(iSaveData *apSaveData)
Definition: Quaternion.h:36
Definition: SaveGame.h:183
Definition: SaveGame.h:111
Definition: SaveGame.h:130