open_toontown_panda3d/panda/src/cull/directRenderTransition.h

76 lines
2.6 KiB
C++

// Filename: directRenderTransition.h
// Created by: drose (17Apr00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, 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://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#ifndef DIRECTRENDERTRANSITION_H
#define DIRECTRENDERTRANSITION_H
#include <pandabase.h>
#include <immediateTransition.h>
////////////////////////////////////////////////////////////////////
// Class : DirectRenderTransition
// Description : When this transition is attached to an arc, it
// indicates that the node below this arc, and all
// subsequent nodes below, should be treated as a single
// binnable unit. All the nodes at this point and below
// will be placed into the same bin, according to the
// state as of the top node, and when rendered, they
// will be rendered using a depth-first traversal rooted
// at this top node.
//
// This can be a way to establish a local draw-order
// within a few related nodes. It does not, however,
// affect view-frustum culling.
//
// This is the only way to achieve certain special
// effects that depend on scene-graph relationships, for
// instance decalling, while using the CullTraverser.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA DirectRenderTransition : public ImmediateTransition {
PUBLISHED:
INLINE DirectRenderTransition();
public:
virtual NodeTransition *make_copy() const;
virtual bool has_sub_render() const;
public:
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
ImmediateTransition::init_type();
register_type(_type_handle, "DirectRenderTransition",
ImmediateTransition::get_class_type());
}
private:
static TypeHandle _type_handle;
friend class DirectRenderAttribute;
};
#include "directRenderTransition.I"
#endif