open_toontown_panda3d/panda/src/switchnode/LODNode.h

90 lines
2.4 KiB
C++

// Filename: LODNode.h
// Created by: mike (09Jan97)
//
////////////////////////////////////////////////////////////////////
//
#ifndef LODNODE_H
#define LODNODE_H
//
////////////////////////////////////////////////////////////////////
// Includes
////////////////////////////////////////////////////////////////////
#include <pandabase.h>
#include <namedNode.h>
#include <LOD.h>
////////////////////////////////////////////////////////////////////
// Defines
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Class : LODNode
// Description : A node that implements level of detail
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA LODNode : public NamedNode {
PUBLISHED:
INLINE LODNode(const string &name = "");
public:
INLINE LODNode(const LODNode &copy);
virtual Node *make_copy() const;
virtual void xform(const LMatrix4f &mat);
PUBLISHED:
// The sense of in vs. out distances is as if the object were coming
// towards you from far away: it switches "in" at the far distance,
// and switches "out" at the close distance. Thus, "in" should be
// larger than "out".
INLINE void add_switch(float in, float out);
INLINE bool set_switch(int index, float in, float out);
INLINE void clear_switches(void);
INLINE int get_num_switches() const;
INLINE float get_in(int index) const;
INLINE float get_out(int index) const;
public:
virtual void output(ostream &out) const;
virtual bool sub_render(const AllAttributesWrapper &attrib,
AllTransitionsWrapper &trans,
RenderTraverser *trav);
virtual bool has_sub_render() const;
public:
static void register_with_read_factory();
virtual void write_datagram(BamWriter *manager, Datagram &me);
static TypedWriteable *make_LODNode(const FactoryParams &params);
protected:
void fillin(DatagramIterator &scan, BamReader *manager);
public:
LOD _lod;
public:
static TypeHandle get_class_type( void ) {
return _type_handle;
}
static void init_type( void ) {
NamedNode::init_type();
register_type( _type_handle, "LODNode",
NamedNode::get_class_type() );
}
virtual TypeHandle get_type( void ) const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
#include "LODNode.I"
#endif