The Nebula Device 3: Models::ModelNode Class Reference

The Nebula Device 3

Models::ModelNode Class Reference

#include <modelnode.h>

Inheritance diagram for Models::ModelNode:

Core::RefCounted Models::TransformNode Models::CharacterNode Models::StateNode Models::ShapeNode Models::ParticleSystemNode Models::SkinShapeNode


Detailed Description

Represents a transformation hierarchy element inside a Model. Subclasses of ModelNodes represent transformations and geometry of a 3D model arranged in 3d hierarchy (but not in a logical hierarchy of C++ object, instead model nodes live in a flat array to prevent recursive iteration).

A ModelNode is roughly comparable to a nSceneNode in Nebula2.

(C) 2007 Radon Labs GmbH

Public Member Functions

 ModelNode ()
 constructor
virtual ~ModelNode ()
 destructor
virtual void ApplySharedState ()
 apply state shared by all my ModelNodeInstances
virtual
Resources::Resource::State 
GetResourceState () const
 get overall state of contained resources (Initial, Loaded, Pending, Failed, Cancelled)
const Util::Atom
< Util::String > & 
GetName () const
 get model node name
ModelNodeType::Code GetType () const
 get the ModelNodeType
bool HasParent () const
 return true if node has a parent
const Ptr< ModelNode > & GetParent () const
 get parent node
const Util::Array
< Ptr< ModelNode > > & 
GetChildren () const
 get child nodes
bool IsAttachedToModel () const
 return true if currently attached to a Model
const Ptr< Model > & GetModel () const
 get model this node is attached to
const Math::bboxGetBoundingBox () const
 get bounding box of model node
const
Attr::AttributeContainer
GetAttrs () const
 read access to model node attributes
bool HasAttr (const Attr::AttrId &attrId) const
 check if model node attribute exists
void SetAttr (const Attr::Attribute &attr)
 set generic model node attribute
const Attr::AttributeGetAttr (const Attr::AttrId &attrId) const
 get generic model node attribute
void SetBool (const Attr::BoolAttrId &attrId, bool val)
 set bool value
bool GetBool (const Attr::BoolAttrId &attrId) const
 get bool value
void SetFloat (const Attr::FloatAttrId &attrId, float val)
 set float value
float GetFloat (const Attr::FloatAttrId &attrId) const
 get float value
void SetInt (const Attr::IntAttrId &attrId, int val)
 set int value
int GetInt (const Attr::IntAttrId &attrId) const
 get int value
void SetString (const Attr::StringAttrId &attrId, const Util::String &val)
 set string value
const Util::StringGetString (const Attr::StringAttrId &attrId) const
 get string value
void SetFloat4 (const Attr::Float4AttrId &attrId, const Math::float4 &val)
 set float4 value
Math::float4 GetFloat4 (const Attr::Float4AttrId &attrId) const
 get float4 value
void SetMatrix44 (const Attr::Matrix44AttrId &attrId, const Math::matrix44 &val)
 set matrix44 value
const Math::matrix44GetMatrix44 (const Attr::Matrix44AttrId &attrId) const
 get matrix44 value
void SetGuid (const Attr::GuidAttrId &attrId, const Util::Guid &guid)
 set guid value
const Util::GuidGetGuid (const Attr::GuidAttrId &attrId) const
 get guid value
void SetBlob (const Attr::BlobAttrId &attrId, const Util::Blob &blob)
 set blob value
const Util::BlobGetBlob (const Attr::BlobAttrId &attrId) const
 get blob value
void SetName (const Util::Atom< Util::String > &n)
 set model node name
void SetType (ModelNodeType::Code t)
 set ModelNodeType
void SetParent (const Ptr< ModelNode > &p)
 set parent node
void AddChild (const Ptr< ModelNode > &c)
 add a child node
virtual void LoadFromAttrs (const Attr::AttributeContainer &attrs)
 called to initialize from attributes
void AddVisibleNodeInstance (IndexT frameIndex, const Ptr< ModelNodeInstance > &nodeInst)
 called by model node instance on NotifyVisible()
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code

Static Public Member Functions

static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

Protected Member Functions

void SetBoundingBox (const Math::bbox &b)
 set bounding box
virtual Ptr
< ModelNodeInstance
CreateNodeInstance () const
 create a model node instance
virtual void OnAttachToModel (const Ptr< Model > &model)
 called when attached to model node
virtual void OnRemoveFromModel ()
 called when removed from model node
virtual void SaveToAttrs (Attr::AttributeContainer &attrs)
 called to save state back to attributes
virtual void LoadResources ()
 called when resources should be loaded
virtual void UnloadResources ()
 called when resources should be unloaded
const Util::Array
< Ptr
< ModelNodeInstance > > & 
GetVisibleModelNodeInstances (ModelNodeType::Code t) const
 get visible model node instances

Member Function Documentation

void Models::ModelNode::ApplySharedState (  )  [virtual]

apply state shared by all my ModelNodeInstances

This method is called once before rendering the ModelNode's visible instance nodes through the ModelNodeInstance::ApplyState() and ModelNodeInstance::Render() methods. The method must apply the shader state that is shared across all instances. Since this state is constant across all instance nodes, this only happens once before rendering an instance set.

Reimplemented in Models::ShapeNode, Models::SkinShapeNode, and Models::StateNode.

Resource::State Models::ModelNode::GetResourceState (  )  const [virtual]

get overall state of contained resources (Initial, Loaded, Pending, Failed, Cancelled)

Returns the overall resource state (Initial, Loaded, Pending, Failed, Cancelled). Higher states override lower state (if some resources are already Loaded, and some are Pending, then Pending will be returned, if some resources failed to load, then Failed will be returned, etc...). Subclasses which load resource must override this method, and modify the return value of the parent class as needed).

Reimplemented in Models::CharacterNode, Models::ShapeNode, and Models::StateNode.

void Models::ModelNode::LoadResources (  )  [protected, virtual]

called when resources should be loaded

This method is called when required resources should be loaded.

Reimplemented in Models::CharacterNode, Models::ParticleSystemNode, Models::ShapeNode, Models::SkinShapeNode, and Models::StateNode.

void Models::ModelNode::UnloadResources (  )  [protected, virtual]

called when resources should be unloaded

This method is called when required resources should be unloaded.

Reimplemented in Models::CharacterNode, Models::ParticleSystemNode, Models::ShapeNode, and Models::StateNode.

int Core::RefCounted::GetRefCount (  )  const [inline, inherited]

get the current refcount

Return the current refcount of the object.

void Core::RefCounted::AddRef (  )  [inline, inherited]

increment refcount by one

Increment the refcount of the object.

void Core::RefCounted::Release (  )  [inline, inherited]

decrement refcount and destroy object if refcount is zero

Decrement the refcount and destroy object if refcount is zero.

const Util::String & Core::RefCounted::GetClassName (  )  const [inline, inherited]

get the class name

Get the class name of the object.

Util::FourCC Core::RefCounted::GetClassFourCC (  )  const [inline, inherited]

get the class FourCC code

Get the class FourCC of the object.

void Core::RefCounted::DumpRefCountingLeaks (  )  [static, inherited]

dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

This method should be called as the very last before an application exits.