/* * Copyright (C) 2014 James Lawrence. * * This file is part of LibLab. * * LibLab 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, either version 3 of the License, or * (at your option) any later version. * * 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, see <http://www.gnu.org/licenses/>. */ package com.sqrt.liblab.entry.model; import com.sqrt.liblab.threed.Angle; import com.sqrt.liblab.threed.Bounds3; import com.sqrt.liblab.threed.Vector3f; /** * A ModelNode to be used for animation */ public class ModelNode { /** * The name of this node */ public String name; /** * The mesh of this node (can be null) */ public Mesh mesh; /** * The parent of this node */ public ModelNode parent; /** * The first child of this node */ public ModelNode child; /** * The next sibling in this layer */ public ModelNode sibling; /** * The position of this node */ public Vector3f pos; /** * The pivot point for rotations */ public Vector3f pivot; /** * The yaw rotation */ public Angle yaw; /** * The pitch rotation */ public Angle pitch; /** * The roll rotation */ public Angle roll; public int flags, type, depth; public int childIdx = -1, siblingIdx = -1, parentIdx = -1; public boolean hierarchyVisible = true; public boolean meshVisible = true; public Vector3f animPos = Vector3f.zero; public Angle animYaw = Angle.zero, animPitch = Angle.zero, animRoll = Angle.zero; public String toString() { return name; } /** * Calculates the bounds of this node from the specified position * @param pos the position * @return the bounds */ public Bounds3 getBounds(Vector3f pos) { Bounds3 ourBounds = null; pos = pos.add(this.pos); if (mesh != null) ourBounds = mesh.getBounds(pos.add(pivot)); // Make sure we encapsulate our children... if(child != null) { ModelNode child = this.child; while(child != null) { Bounds3 childBounds = child.getBounds(pos); if(ourBounds == null) ourBounds = childBounds; else if(childBounds != null) ourBounds = ourBounds.encapsulate(childBounds); child = child.sibling; } } return ourBounds; } }