/* * Author: Andrew Robberts * * Copyright (C) 2003 Atomic Blue (info@planeshift.it, http://www.atomicblue.org) * * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation (version 2 of the License) * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * */ #ifndef PS_EFFECT_ANCHOR_SOCKET_HEADER #define PS_EFFECT_ANCHOR_SOCKET_HEADER #include "pseffectanchor.h" struct iSpriteCal3DState; struct iSpriteCal3DSocket; class psEffectAnchorSocket : public psEffectAnchor { public: psEffectAnchorSocket(); ~psEffectAnchorSocket(); // inheritted function overloads bool Load(iDocumentNode * node); bool Create(const csVector3 & offset, iMeshWrapper * posAttach); bool Update(csTicks elapsed); psEffectAnchor * Clone() const; // these functions are overridden, because the parent mesh takes care of position/sectoring // we want to override these functions, because the default behaviour is for the effect to manage it void SetRotBase(const csMatrix3 & newRotBase) {} void SetPosition(const csVector3 & basePos, iSector * sector, const csMatrix3 & transf) {} void SetPosition(const csVector3 & basePos, iSectorList * sectors, const csMatrix3 & transf) {} /** Gets the name of the socket where this anchor is attached. * @return the name of the socket. */ const csString & GetSocketName() const { return socketName; } /** Sets the socket where this anchor is attached. * @param name the name of the socket. */ void SetSocket(const char * name); private: csString socketName; iSpriteCal3DSocket * socket; size_t meshID; csVector3 initPos; csRef cal3d; }; #endif