/* Copyright (C) 2005-2007 Feeling Software Inc. Portions of the code are: Copyright (C) 2005-2007 Sony Computer Entertainment America MIT License: http://www.opensource.org/licenses/mit-license.php */ /* Based on the FS Import classes: Copyright (C) 2005-2006 Feeling Software Inc Copyright (C) 2005-2006 Autodesk Media Entertainment MIT License: http://www.opensource.org/licenses/mit-license.php */ /** @file FCDTargetedEntity.h This file contains the FCDTargetedEntity class. */ #ifndef _FCD_TARGETED_ENTITY_H_ #define _FCD_TARGETED_ENTITY_H_ #ifndef _FCD_ENTITY_H_ #include "FCDocument/FCDEntity.h" #endif // _FCD_ENTITY_H_ class FCDSceneNode; /** A targeted entity. COLLADA doesn't have targeted entity. Therefore: the behavior of a targeted entity is application-defined. This class is used to support 3dsMax's targeted cameras and lights and we also plan to support Maya's targeted cameras and lights. @see FCDCamera FCDLight @ingroup FCDEntity */ class FCOLLADA_EXPORT FCDTargetedEntity : public FCDEntity { private: DeclareObjectType(FCDEntity); // Target DeclareParameterPtr(FCDSceneNode, targetNode, FC("Target Node")); public: /** Constructor: do not use directly. Instead, create objects of the up-classes. @param document The COLLADA document that owns the targeted entity. @param baseId The prefix COLLADA id to be used if no COLLADA id is provided. */ FCDTargetedEntity(FCDocument* document, const char* baseId); /** Destructor. */ virtual ~FCDTargetedEntity(); /** Retrieves whether a target is defined for this entity. @return Whether a target is defined for this entity. */ inline bool HasTarget() const { return targetNode != NULL; } /** Retrieves the target visual scene node for this entity. @return The target visual scene node. */ inline FCDSceneNode* GetTargetNode() { return targetNode; } inline const FCDSceneNode* GetTargetNode() const { return targetNode; } /**< See above. */ /** Sets the target visual scene node for this entity. @param target The new target node. */ void SetTargetNode(FCDSceneNode* target); /** Copies the entity target information into a entity clone. All the overwriting functions of this function should call this function to copy the target information. The cloned entity may reside in another document. @param clone The empty clone. If this pointer is NULL, a new entity will be created and you will need to release the returned pointer manually. @param cloneChildren Whether to recursively clone this entity's children. @return The clone. */ virtual FCDEntity* Clone(FCDEntity* clone = NULL, bool cloneChildren = false) const; }; #endif // _FCD_TARGETED_ENTITY_H_