open_toontown_panda3d/panda/src/graph/immediateTransition.h

79 lines
2.6 KiB
C++

// Filename: immediateTransition.h
// Created by: drose (24Mar00)
//
////////////////////////////////////////////////////////////////////
#ifndef IMMEDIATETRANSITION_H
#define IMMEDIATETRANSITION_H
#include <pandabase.h>
#include "nodeTransition.h"
class NodeAttribute;
class NodeRelation;
////////////////////////////////////////////////////////////////////
// Class : ImmediateTransition
// Description : This is a special kind of transition that doesn't
// accumulate state, but instead has some immediate
// effect when it is encountered in the scene graph.
// BillboardTransition and ShaderTransition are examples
// of these; rather than changing the state of geometry
// below them, they cause everything to be rendered
// differently somehow from that point and below.
//
// The compose() etc. methods for an ImmediateTransition
// do nothing. Presumably any transitions that inherit
// from ImmediateTransition will redefine sub_render()
// to do something suitably interesting.
//
// Classes that derive from ImmediateTransition need not
// also define a corresponding derivation from
// ImmediateAttribute; since the attribute does not
// represent any actual state, you may use
// ImmediateAttribute directly (without extending it).
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA ImmediateTransition : public NodeTransition {
protected:
INLINE ImmediateTransition();
INLINE ImmediateTransition(const ImmediateTransition &copy);
INLINE void operator = (const ImmediateTransition &copy);
public:
virtual NodeAttribute *make_attrib() const;
virtual NodeTransition *compose(const NodeTransition *other) const;
virtual NodeTransition *invert() const;
virtual NodeAttribute *apply(const NodeAttribute *attrib) const;
protected:
virtual int internal_compare_to(const NodeTransition *other) const;
//ImmediateTransition is merely an interface class, so no need to
//define the code necessary for anything relating to reading/writing
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() {
NodeTransition::init_type();
register_type(_type_handle, "ImmediateTransition",
NodeTransition::get_class_type());
}
private:
static TypeHandle _type_handle;
};
#include "immediateTransition.I"
#endif