88 lines
2.8 KiB
C++
88 lines
2.8 KiB
C++
// Filename: immediateTransition.h
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// Created by: drose (24Mar00)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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#ifndef IMMEDIATETRANSITION_H
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#define IMMEDIATETRANSITION_H
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#include <pandabase.h>
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#include "nodeTransition.h"
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class NodeRelation;
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////////////////////////////////////////////////////////////////////
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// Class : ImmediateTransition
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// Description : This is a special kind of transition that doesn't
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// accumulate state, but instead has some immediate
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// effect when it is encountered in the scene graph.
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// BillboardTransition and ShaderTransition are examples
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// of these; rather than changing the state of geometry
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// below them, they cause everything to be rendered
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// differently somehow from that point and below.
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//
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// The compose() etc. methods for an ImmediateTransition
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// do nothing. Presumably any transitions that inherit
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// from ImmediateTransition will redefine sub_render()
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// to do something suitably interesting.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA ImmediateTransition : public NodeTransition {
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protected:
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INLINE_GRAPH ImmediateTransition();
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INLINE_GRAPH ImmediateTransition(const ImmediateTransition ©);
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INLINE_GRAPH void operator = (const ImmediateTransition ©);
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public:
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virtual NodeTransition *compose(const NodeTransition *other) const;
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virtual NodeTransition *invert() const;
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protected:
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virtual int internal_compare_to(const NodeTransition *other) const;
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//ImmediateTransition is merely an interface class, so no need to
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//define the code necessary for anything relating to reading/writing
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public:
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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PUBLISHED:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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public:
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static void init_type() {
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NodeTransition::init_type();
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register_type(_type_handle, "ImmediateTransition",
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NodeTransition::get_class_type());
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}
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private:
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static TypeHandle _type_handle;
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};
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#ifndef DONT_INLINE_GRAPH
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#include "immediateTransition.I"
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#endif
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#endif
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