//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _INTERIORSUBOBJECT_H_ #define _INTERIORSUBOBJECT_H_ #ifndef _SCENESTATE_H_ #include "sceneGraph/sceneState.h" #endif #ifndef _SCENEOBJECT_H_ #include "sim/sceneObject.h" #endif class InteriorInstance; class SubObjectRenderImage : public SceneRenderImage { public: U32 mDetailLevel; }; class InteriorSubObject : public SceneObject { typedef SceneObject Parent; protected: InteriorInstance* mInteriorInstance; // Should NOT be set by derived except in clone protected: enum SubObjectKeys { TranslucentSubObjectKey = 0, MirrorSubObjectKey = 1 }; virtual U32 getSubObjectKey() const = 0; virtual bool _readISO(Stream&); virtual bool _writeISO(Stream&) const; InteriorInstance* getInstance(); const MatrixF& getSOTransform() const; const Point3F& getSOScale() const; public: InteriorSubObject(); virtual ~InteriorSubObject(); // Render control. A sub-object should return false from renderDetailDependant if // it exists only at the level-0 detail level, ie, doors, elevators, etc., true // if should only render at the interiors detail, ie, translucencies. virtual SubObjectRenderImage* getRenderImage(SceneState*, const Point3F& osPoint) = 0; virtual bool renderDetailDependant() const = 0; virtual U32 getZone() const = 0; virtual void noteTransformChange(); virtual InteriorSubObject* clone(InteriorInstance*) const = 0; static InteriorSubObject* readISO(Stream&); bool writeISO(Stream&) const; }; #endif // _H_INTERIORSUBOBJECT_