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adaptor.h

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00001 /***************************************************************************
00002           adaptor.h  -  Adaptor classes between hierarchy node types
00003                              -------------------
00004     begin                : Wed Nov 26 2003
00005     copyright            : (C) 2003 by Reality Rift Studios
00006     email                : mattias@realityrift.com
00007  ***************************************************************************
00008 
00009  The contents of this file are subject to the Mozilla Public License Version
00010  1.1 (the "License"); you may not use this file except in compliance with
00011  the License. You may obtain a copy of the License at 
00012  http://www.mozilla.org/MPL/
00013 
00014  Software distributed under the License is distributed on an "AS IS" basis,
00015  WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
00016  for the specific language governing rights and limitations under the
00017  License.
00018 
00019  The Original Code is the NeoEngine, adaptor.h
00020 
00021  The Initial Developer of the Original Code is Mattias Jansson.
00022  Portions created by Mattias Jansson are Copyright (C) 2003
00023  Reality Rift Studios. All Rights Reserved.
00024 
00025  ***************************************************************************/
00026 
00027 #ifndef __NEADAPTOR_H
00028 #define __NEADAPTOR_H
00029 
00030 
00037 #include "base.h"
00038 #include "bone.h"
00039 #include "scenenode.h"
00040 #include "skeleton.h"
00041 
00042 
00043 namespace NeoEngine
00044 {
00045 
00046 
00052 class NEOENGINE_API BoneAdaptor : public virtual BaseVisitable, public Bone
00053 {
00054     friend class Skeleton;
00055 
00056     public:
00057 
00058         DefineVisitable();
00059 
00060 
00061     protected:
00062 
00064         Skeleton                                            *m_pkSkeleton;
00065 
00067         SceneNode                                           *m_pkSceneNode;
00068 
00069 
00070     public:
00071 
00078         inline                                               BoneAdaptor( Skeleton *pkSkeleton, Bone *pkParent, SceneNode *pkNode );
00079 
00086         inline                                               BoneAdaptor( BoneAdaptor &rkNode, Skeleton *pkSkeleton, Bone *pkParent );
00087 
00091         virtual                                             ~BoneAdaptor();
00092 
00100         inline virtual void                                  NotifyUpdate( bool bRecurse = true );
00101 
00108         virtual BoneAdaptor                                 *Duplicate( Skeleton *pkSkeleton, Bone *pkParent );
00109 };
00110 
00111 
00112 };
00113 
00114 
00115 #endif

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