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NodeAttributes.h
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#ifndef _NODEATTRIBUTES_H
#define _NODEATTRIBUTES_H
#include "Util.h"
#include <string>
#include <vector>
SCOPED_ENUM(Space)
{
LOCAL,
PARENT,
WORLD
}
END_SCOPED_ENUM()
SCOPED_ENUM(NodeAttributes)
{
CHILDREN,
SIZE,
PHYSICS,
FILENAME,
MESH_CONTAINER
}
END_SCOPED_ENUM()
SCOPED_ENUM(NodeFlags)
{
//ENVIRONMENT = BIT(0), // nodes belong to underlying environment layer
//ASSET = BIT(1), // nodes belong to asset layer
//DEVELOPER = BIT(2), // only visible to developer?
VISIBLE = BIT(3),
DRAW_BOX = BIT(4), // Should drawing a box involve adding a TEMPORARY layer node to selected node?
//PAUSED = BIT(5), // blocks logicSelf() and subnode logic()
LOCKED = BIT(6)
}
END_SCOPED_ENUM()
SCOPED_ENUM(NodeLayer)
{
// decals, bullets, anything generated at game time that doesn't save along with the map
// anything temporary or connected to a temporary is never considered part of the saved scene
TEMPORARY = 0,
ROOT, // the base node of the scene graph (only 1)
// environment (base meshes or prefabs that form the environment)
ENVIRONMENT,
// child meshes automatically loaded in and managed by a superparent(ENVIRONMENT)'s node
// attaching to these is a little bit more difficult and if its ever
// supported, should be done by mesh/node names inside superparent(ENVIRONMENT)'s model file
SUB_ENVIRONMENT,
DEVELOPER // a reserved layer
}
END_SCOPED_ENUM()
SCOPED_ENUM(NodeType)
{
NODE,
ENVIRONMENT,
ENTITY,
ACTOR,
LIGHT,
PARTICLE_SYSTEM,
SOUND,
SELECTION // editor-specific
}
END_SCOPED_ENUM()
const std::vector<std::string> NodeTypeStrings = {
"node",
"environment",
"entity"
"actor",
"light",
"particle_system",
"sound",
"selection"
};
#endif