+class UniformMap;
+class PropertyOwner;
+
+// Property Messages for PropertyOwner
+
+/**
+ * A base class for property owner property messages.
+ * (For future optimization - see NodeMessageBase & Node.SetActive())
+ */
+class PropertyOwnerMessageBase : public MessageBase
+{
+public:
+
+ /**
+ * Create a message.
+ */
+ PropertyOwnerMessageBase();
+
+ /**
+ * Virtual destructor
+ */
+ virtual ~PropertyOwnerMessageBase();
+
+private:
+
+ // Undefined
+ PropertyOwnerMessageBase(const PropertyOwnerMessageBase&);
+ PropertyOwnerMessageBase& operator=(const PropertyOwnerMessageBase& rhs);
+};
+
+/**
+ * Templated message which bakes a property.
+ */
+template< typename P >
+class AnimatablePropertyMessage : public PropertyOwnerMessageBase
+{
+public:
+
+ typedef void(AnimatableProperty<P>::*MemberFunction)( BufferIndex, typename ParameterType< P >::PassingType );
+
+ /**
+ * Create a message.
+ * @note The scene object is expected to be const in the thread which sends this message.
+ * However it can be modified when Process() is called in a different thread.
+ * @param[in] eventThreadServices The object used to send messages to the scene graph
+ * @param[in] sceneObject The property owner scene object
+ * @param[in] property The property to bake.
+ * @param[in] member The member function of the object.
+ * @param[in] value The new value of the property.
+ */
+ static void Send( EventThreadServices& eventThreadServices,
+ const PropertyOwner* sceneObject,
+ const AnimatableProperty<P>* property,
+ MemberFunction member,
+ typename ParameterType< P >::PassingType value )
+ {
+ // Reserve some memory inside the message queue
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( AnimatablePropertyMessage ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) AnimatablePropertyMessage( sceneObject, property, member, value );
+ }
+
+ /**
+ * Virtual destructor
+ */
+ virtual ~AnimatablePropertyMessage()
+ {
+ }
+
+ /**
+ * @copydoc MessageBase::Process
+ */
+ virtual void Process( BufferIndex updateBufferIndex )
+ {
+ (mProperty->*mMemberFunction)( updateBufferIndex, mParam );
+ }
+
+private:
+
+ /**
+ * Create a message.
+ * @note The property owner is expected to be const in the thread which sends this message.
+ * However it can be modified when Process() is called in a different thread.
+ * @param[in] sceneObject the property owner scene object
+ * @param[in] property The property to bake.
+ * @param[in] member The member function of the object.
+ * @param[in] value The new value of the property.
+ */
+ AnimatablePropertyMessage( const PropertyOwner* sceneObject,
+ const AnimatableProperty<P>* property,
+ MemberFunction member,
+ typename ParameterType< P >::PassingType value )
+ : PropertyOwnerMessageBase(),
+ mSceneObject( const_cast< PropertyOwner* >( sceneObject ) ),
+ mProperty( const_cast< AnimatableProperty<P>* >( property ) ),
+ mMemberFunction( member ),
+ mParam( value )
+ {
+ }
+
+private:
+
+ PropertyOwner* mSceneObject;
+ AnimatableProperty<P>* mProperty;
+ MemberFunction mMemberFunction;
+ typename ParameterType< P >::HolderType mParam;
+};
+
+/**
+ * Templated message which bakes a property.
+ */
+template< typename P >
+class AnimatablePropertyComponentMessage : public PropertyOwnerMessageBase
+{
+public:
+
+ typedef void(AnimatableProperty<P>::*MemberFunction)( BufferIndex, float );
+
+ /**
+ * Send a message.
+ * @note The scene object is expected to be const in the thread which sends this message.
+ * However it can be modified when Process() is called in a different thread.
+ * @param[in] eventThreadServices The service object used for sending messages to the scene graph
+ * @param[in] sceneObject The property owner scene object
+ * @param[in] property The property to bake.
+ * @param[in] member The member function of the object.
+ * @param[in] value The new value of the X,Y,Z or W component.
+ */
+ static void Send( EventThreadServices& eventThreadServices,
+ const PropertyOwner* sceneObject,
+ const AnimatableProperty<P>* property,
+ MemberFunction member,
+ float value )
+ {
+ // Reserve some memory inside the message queue
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( AnimatablePropertyComponentMessage ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) AnimatablePropertyComponentMessage( sceneObject, property, member, value );
+ }
+
+ /**
+ * Virtual destructor
+ */
+ virtual ~AnimatablePropertyComponentMessage()
+ {
+ }
+
+ /**
+ * @copydoc MessageBase::Process
+ */
+ virtual void Process( BufferIndex updateBufferIndex )
+ {
+ (mProperty->*mMemberFunction)( updateBufferIndex, mParam );
+ }
+
+private:
+
+ /**
+ * Create a message.
+ * @note The scene object is expected to be const in the thread which sends this message.
+ * However it can be modified when Process() is called in a different thread.
+ * @param[in] sceneObject The property owner scene object
+ * @param[in] property The property to bake.
+ * @param[in] member The member function of the object.
+ * @param[in] value The new value of the X,Y,Z or W component.
+ */
+ AnimatablePropertyComponentMessage( const PropertyOwner* sceneObject,
+ const AnimatableProperty<P>* property,
+ MemberFunction member,
+ float value )
+ : PropertyOwnerMessageBase(),
+ mSceneObject( const_cast< PropertyOwner* >( sceneObject ) ),
+ mProperty( const_cast< AnimatableProperty<P>* >( property ) ),
+ mMemberFunction( member ),
+ mParam( value )
+ {
+ }
+
+private:
+ PropertyOwner* mSceneObject;
+ AnimatableProperty<P>* mProperty;
+ MemberFunction mMemberFunction;
+ float mParam;
+};
+