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/*
* Copyright 2006 Sony Computer Entertainment Inc.
*
* Licensed under the MIT Open Source License, for details please see license.txt or the website
* http://www.opensource.org/licenses/mit-license.php
*
*/
#ifndef __domNode_h__
#define __domNode_h__
#include <dae/daeDocument.h>
#include <dom/domTypes.h>
#include <dom/domElements.h>
#include <dom/domAsset.h>
#include <dom/domLookat.h>
#include <dom/domMatrix.h>
#include <dom/domRotate.h>
#include <dom/domScale.h>
#include <dom/domSkew.h>
#include <dom/domTranslate.h>
#include <dom/domInstance_camera.h>
#include <dom/domInstance_controller.h>
#include <dom/domInstance_geometry.h>
#include <dom/domInstance_light.h>
#include <dom/domInstance_node.h>
#include <dom/domNode.h>
#include <dom/domExtra.h>
class DAE;
/**
* Nodes embody the hierarchical relationship of elements in the scene.
*/
class domNode : public daeElement
{
public:
virtual COLLADA_TYPE::TypeEnum getElementType() const { return COLLADA_TYPE::NODE; }
static daeInt ID() { return 681; }
virtual daeInt typeID() const { return ID(); }
protected: // Attributes
/**
* The id attribute is a text string containing the unique identifier of
* this element. This value must be unique within the instance document.
* Optional attribute.
*/
xsID attrId;
/**
* The name attribute is the text string name of this element. Optional attribute.
*/
xsNCName attrName;
/**
* The sid attribute is a text string value containing the sub-identifier
* of this element. This value must be unique within the scope of the parent
* element. Optional attribute.
*/
xsNCName attrSid;
/**
* The type attribute indicates the type of the node element. The default
* value is “NODE”. Optional attribute.
*/
domNodeType attrType;
/**
* The layer attribute indicates the names of the layers to which this node
* belongs. For example, a value of “foreground glowing” indicates that
* this node belongs to both the ‘foreground’ layer and the ‘glowing’
* layer. The default value is empty, indicating that the node doesn’t
* belong to any layer. Optional attribute.
*/
domListOfNames attrLayer;
protected: // Elements
/**
* The node element may contain an asset element. @see domAsset
*/
domAssetRef elemAsset;
/**
* The node element may contain any number of lookat elements. @see domLookat
*/
domLookat_Array elemLookat_array;
/**
* The node element may contain any number of matrix elements. @see domMatrix
*/
domMatrix_Array elemMatrix_array;
/**
* The node element may contain any number of rotate elements. @see domRotate
*/
domRotate_Array elemRotate_array;
/**
* The node element may contain any number of scale elements. @see domScale
*/
domScale_Array elemScale_array;
/**
* The node element may contain any number of skew elements. @see domSkew
*/
domSkew_Array elemSkew_array;
/**
* The node element may contain any number of translate elements. @see domTranslate
*/
domTranslate_Array elemTranslate_array;
/**
* The node element may instance any number of camera objects. @see domInstance_camera
*/
domInstance_camera_Array elemInstance_camera_array;
/**
* The node element may instance any number of controller objects. @see
* domInstance_controller
*/
domInstance_controller_Array elemInstance_controller_array;
/**
* The node element may instance any number of geometry objects. @see domInstance_geometry
*/
domInstance_geometry_Array elemInstance_geometry_array;
/**
* The node element may instance any number of light objects. @see domInstance_light
*/
domInstance_light_Array elemInstance_light_array;
/**
* The node element may instance any number of node elements or hierarchies
* objects. @see domInstance_node
*/
domInstance_node_Array elemInstance_node_array;
/**
* The node element may be hierarchical and be the parent of any number of
* other node elements. @see domNode
*/
domNode_Array elemNode_array;
/**
* The extra element may appear any number of times. @see domExtra
*/
domExtra_Array elemExtra_array;
/**
* Used to preserve order in elements that do not specify strict sequencing of sub-elements.
*/
daeElementRefArray _contents;
/**
* Used to preserve order in elements that have a complex content model.
*/
daeUIntArray _contentsOrder;
/**
* Used to store information needed for some content model objects.
*/
daeTArray< daeCharArray * > _CMData;
public: //Accessors and Mutators
/**
* Gets the id attribute.
* @return Returns a xsID of the id attribute.
*/
xsID getId() const { return attrId; }
/**
* Sets the id attribute.
* @param atId The new value for the id attribute.
*/
void setId( xsID atId ) { *(daeStringRef*)&attrId = atId; _validAttributeArray[0] = true;
if( _document != NULL ) _document->changeElementID( this, attrId );
}
/**
* Gets the name attribute.
* @return Returns a xsNCName of the name attribute.
*/
xsNCName getName() const { return attrName; }
/**
* Sets the name attribute.
* @param atName The new value for the name attribute.
*/
void setName( xsNCName atName ) { *(daeStringRef*)&attrName = atName; _validAttributeArray[1] = true; }
/**
* Gets the sid attribute.
* @return Returns a xsNCName of the sid attribute.
*/
xsNCName getSid() const { return attrSid; }
/**
* Sets the sid attribute.
* @param atSid The new value for the sid attribute.
*/
void setSid( xsNCName atSid ) { *(daeStringRef*)&attrSid = atSid; _validAttributeArray[2] = true; }
/**
* Gets the type attribute.
* @return Returns a domNodeType of the type attribute.
*/
domNodeType getType() const { return attrType; }
/**
* Sets the type attribute.
* @param atType The new value for the type attribute.
*/
void setType( domNodeType atType ) { attrType = atType; _validAttributeArray[3] = true; }
/**
* Gets the layer array attribute.
* @return Returns a domListOfNames reference of the layer array attribute.
*/
domListOfNames &getLayer() { return attrLayer; }
/**
* Gets the layer array attribute.
* @return Returns a constant domListOfNames reference of the layer array attribute.
*/
const domListOfNames &getLayer() const { return attrLayer; }
/**
* Sets the layer array attribute.
* @param atLayer The new value for the layer array attribute.
*/
void setLayer( const domListOfNames &atLayer ) { attrLayer = atLayer; _validAttributeArray[4] = true; }
/**
* Gets the asset element.
* @return a daeSmartRef to the asset element.
*/
const domAssetRef getAsset() const { return elemAsset; }
/**
* Gets the lookat element array.
* @return Returns a reference to the array of lookat elements.
*/
domLookat_Array &getLookat_array() { return elemLookat_array; }
/**
* Gets the lookat element array.
* @return Returns a constant reference to the array of lookat elements.
*/
const domLookat_Array &getLookat_array() const { return elemLookat_array; }
/**
* Gets the matrix element array.
* @return Returns a reference to the array of matrix elements.
*/
domMatrix_Array &getMatrix_array() { return elemMatrix_array; }
/**
* Gets the matrix element array.
* @return Returns a constant reference to the array of matrix elements.
*/
const domMatrix_Array &getMatrix_array() const { return elemMatrix_array; }
/**
* Gets the rotate element array.
* @return Returns a reference to the array of rotate elements.
*/
domRotate_Array &getRotate_array() { return elemRotate_array; }
/**
* Gets the rotate element array.
* @return Returns a constant reference to the array of rotate elements.
*/
const domRotate_Array &getRotate_array() const { return elemRotate_array; }
/**
* Gets the scale element array.
* @return Returns a reference to the array of scale elements.
*/
domScale_Array &getScale_array() { return elemScale_array; }
/**
* Gets the scale element array.
* @return Returns a constant reference to the array of scale elements.
*/
const domScale_Array &getScale_array() const { return elemScale_array; }
/**
* Gets the skew element array.
* @return Returns a reference to the array of skew elements.
*/
domSkew_Array &getSkew_array() { return elemSkew_array; }
/**
* Gets the skew element array.
* @return Returns a constant reference to the array of skew elements.
*/
const domSkew_Array &getSkew_array() const { return elemSkew_array; }
/**
* Gets the translate element array.
* @return Returns a reference to the array of translate elements.
*/
domTranslate_Array &getTranslate_array() { return elemTranslate_array; }
/**
* Gets the translate element array.
* @return Returns a constant reference to the array of translate elements.
*/
const domTranslate_Array &getTranslate_array() const { return elemTranslate_array; }
/**
* Gets the instance_camera element array.
* @return Returns a reference to the array of instance_camera elements.
*/
domInstance_camera_Array &getInstance_camera_array() { return elemInstance_camera_array; }
/**
* Gets the instance_camera element array.
* @return Returns a constant reference to the array of instance_camera elements.
*/
const domInstance_camera_Array &getInstance_camera_array() const { return elemInstance_camera_array; }
/**
* Gets the instance_controller element array.
* @return Returns a reference to the array of instance_controller elements.
*/
domInstance_controller_Array &getInstance_controller_array() { return elemInstance_controller_array; }
/**
* Gets the instance_controller element array.
* @return Returns a constant reference to the array of instance_controller elements.
*/
const domInstance_controller_Array &getInstance_controller_array() const { return elemInstance_controller_array; }
/**
* Gets the instance_geometry element array.
* @return Returns a reference to the array of instance_geometry elements.
*/
domInstance_geometry_Array &getInstance_geometry_array() { return elemInstance_geometry_array; }
/**
* Gets the instance_geometry element array.
* @return Returns a constant reference to the array of instance_geometry elements.
*/
const domInstance_geometry_Array &getInstance_geometry_array() const { return elemInstance_geometry_array; }
/**
* Gets the instance_light element array.
* @return Returns a reference to the array of instance_light elements.
*/
domInstance_light_Array &getInstance_light_array() { return elemInstance_light_array; }
/**
* Gets the instance_light element array.
* @return Returns a constant reference to the array of instance_light elements.
*/
const domInstance_light_Array &getInstance_light_array() const { return elemInstance_light_array; }
/**
* Gets the instance_node element array.
* @return Returns a reference to the array of instance_node elements.
*/
domInstance_node_Array &getInstance_node_array() { return elemInstance_node_array; }
/**
* Gets the instance_node element array.
* @return Returns a constant reference to the array of instance_node elements.
*/
const domInstance_node_Array &getInstance_node_array() const { return elemInstance_node_array; }
/**
* Gets the node element array.
* @return Returns a reference to the array of node elements.
*/
domNode_Array &getNode_array() { return elemNode_array; }
/**
* Gets the node element array.
* @return Returns a constant reference to the array of node elements.
*/
const domNode_Array &getNode_array() const { return elemNode_array; }
/**
* Gets the extra element array.
* @return Returns a reference to the array of extra elements.
*/
domExtra_Array &getExtra_array() { return elemExtra_array; }
/**
* Gets the extra element array.
* @return Returns a constant reference to the array of extra elements.
*/
const domExtra_Array &getExtra_array() const { return elemExtra_array; }
/**
* Gets the _contents array.
* @return Returns a reference to the _contents element array.
*/
daeElementRefArray &getContents() { return _contents; }
/**
* Gets the _contents array.
* @return Returns a constant reference to the _contents element array.
*/
const daeElementRefArray &getContents() const { return _contents; }
protected:
/**
* Constructor
*/
domNode(DAE& dae) : daeElement(dae), attrId(), attrName(), attrSid(), attrType(), attrLayer(), elemAsset(), elemLookat_array(), elemMatrix_array(), elemRotate_array(), elemScale_array(), elemSkew_array(), elemTranslate_array(), elemInstance_camera_array(), elemInstance_controller_array(), elemInstance_geometry_array(), elemInstance_light_array(), elemInstance_node_array(), elemNode_array(), elemExtra_array() {}
/**
* Destructor
*/
virtual ~domNode() { daeElement::deleteCMDataArray(_CMData); }
/**
* Overloaded assignment operator
*/
virtual domNode &operator=( const domNode &cpy ) { (void)cpy; return *this; }
public: // STATIC METHODS
/**
* Creates an instance of this class and returns a daeElementRef referencing it.
* @return a daeElementRef referencing an instance of this object.
*/
static DLLSPEC daeElementRef create(DAE& dae);
/**
* Creates a daeMetaElement object that describes this element in the meta object reflection framework.
* If a daeMetaElement already exists it will return that instead of creating a new one.
* @return A daeMetaElement describing this COLLADA element.
*/
static DLLSPEC daeMetaElement* registerElement(DAE& dae);
};
#endif