// Filename: compassEffect.h // Created by: drose (16Jul02) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved // // All use of this software is subject to the terms of the Panda 3d // Software license. You should have received a copy of this license // along with this source code; you will also find a current copy of // the license at http://etc.cmu.edu/panda3d/docs/license/ . // // To contact the maintainers of this program write to // panda3d-general@lists.sourceforge.net . // //////////////////////////////////////////////////////////////////// #ifndef COMPASSEFFECT_H #define COMPASSEFFECT_H #include "pandabase.h" #include "renderEffect.h" #include "luse.h" #include "nodePath.h" //////////////////////////////////////////////////////////////////// // Class : CompassEffect // Description : A CompassEffect causes a node to inherit its rotation // (or pos or scale, if specified) from some other // reference node in the graph, or more often from the // root. // // In its purest form, a CompassEffect is used to keep // the node's rotation fixed relative to the top of the // scene graph, despite other transforms that may exist // above the node. Hence the name: the node behaves // like a magnetic compass, always pointing in the same // direction. // // As an couple of generalizing extensions, the // CompassEffect may also be set up to always orient its // node according to some other reference node than the // root of the scene graph. Furthermore, it may // optionally adjust any of pos, rotation, or scale, // instead of necessarily rotation; and it may adjust // individual pos and scale components. (Rotation may // not be adjusted on an individual component basis; // that's just asking for trouble.) // // Be careful when using the pos and scale modes. In // these modes, it's possible for the CompassEffect to // move its node far from its normal bounding volume, // causing culling to fail. If this is an issue, you // may need to explicitly set a large (or infinite) // bounding volume on the effect node. //////////////////////////////////////////////////////////////////// class EXPCL_PANDA CompassEffect : public RenderEffect { private: INLINE CompassEffect(); PUBLISHED: enum Properties { P_x = 0x001, P_y = 0x002, P_z = 0x004, P_pos = 0x007, P_rot = 0x008, P_sx = 0x010, P_sy = 0x020, P_sz = 0x040, P_scale = 0x070, P_all = 0x07f, }; static CPT(RenderEffect) make(const NodePath &reference, int properties = P_rot); INLINE const NodePath &get_reference() const; INLINE int get_properties() const; public: virtual bool safe_to_transform() const; virtual void output(ostream &out) const; virtual bool has_cull_callback() const; virtual void cull_callback(CullTraverser *trav, CullTraverserData &data, CPT(TransformState) &node_transform, CPT(RenderState) &node_state) const; virtual bool has_adjust_transform() const; virtual void adjust_transform(CPT(TransformState) &net_transform, CPT(TransformState) &node_transform) const; protected: virtual int compare_to_impl(const RenderEffect *other) const; private: NodePath _reference; int _properties; public: static void register_with_read_factory(); virtual void write_datagram(BamWriter *manager, Datagram &dg); protected: static TypedWritable *make_from_bam(const FactoryParams ¶ms); void fillin(DatagramIterator &scan, BamReader *manager); public: static TypeHandle get_class_type() { return _type_handle; } static void init_type() { RenderEffect::init_type(); register_type(_type_handle, "CompassEffect", RenderEffect::get_class_type()); } virtual TypeHandle get_type() const { return get_class_type(); } virtual TypeHandle force_init_type() {init_type(); return get_class_type();} private: static TypeHandle _type_handle; }; #include "compassEffect.I" #endif