blender/source/gameengine/SceneGraph/SG_Node.cpp
Nathan Letwory 00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00

234 lines
4.4 KiB
C++

/**
* $Id$
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program 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 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include "SG_Node.h"
#include "SG_ParentRelation.h"
#include <algorithm>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
using namespace std;
SG_Node::SG_Node(
void* clientobj,
void* clientinfo,
SG_Callbacks callbacks
)
: SG_Spatial(clientobj,clientinfo,callbacks),
m_SGparent(NULL)
{
}
SG_Node::SG_Node(
const SG_Node & other
) :
SG_Spatial(other),
m_children(other.m_children),
m_SGparent(other.m_SGparent)
{
// nothing to do
}
SG_Node::~SG_Node()
{
}
SG_Node* SG_Node::GetSGReplica()
{
SG_Node* replica = new SG_Node(*this);
if (replica == NULL) return NULL;
ProcessSGReplica(replica);
return replica;
}
void
SG_Node::
ProcessSGReplica(
SG_Node* replica
){
// Apply the replication call back function.
ActivateReplicationCallback(replica);
// clear the replica node of it's parent.
static_cast<SG_Node*>(replica)->m_SGparent = NULL;
if (m_children.begin() != m_children.end())
{
// if this node has children, the replica has too, so clear and clone children
replica->ClearSGChildren();
NodeList::iterator childit;
for (childit = m_children.begin();childit!=m_children.end();++childit)
{
replica->AddChild((*childit)->GetSGReplica());
}
}
}
void
SG_Node::
Destruct()
{
// Not entirely sure what Destruct() expects to happen.
// I think it probably means just to call the DestructionCallback
// in the right order on all the children - rather than free any memory
// We'll delete m_parent_relation now anyway.
delete(m_parent_relation);
m_parent_relation = NULL;
if (m_children.begin() != m_children.end())
{
NodeList::iterator childit;
for (childit = m_children.begin();childit!=m_children.end();++childit)
{
// call the SG_Node destruct method on each of our children }-)
(*childit)->Destruct();
}
}
ActivateDestructionCallback();
}
SG_Node*
SG_Node::
GetSGParent(
) const {
return m_SGparent;
}
void
SG_Node::
SetSGParent(
SG_Node* parent
){
m_SGparent = parent;
}
const
SG_Node*
SG_Node::
GetRootSGParent(
) const {
return (m_SGparent ? (const SG_Node*) m_SGparent->GetRootSGParent() : (const SG_Node*) this);
}
void
SG_Node::
DisconnectFromParent(
){
if (m_SGparent)
{
m_SGparent->RemoveChild(this);
m_SGparent = NULL;
}
}
void SG_Node::AddChild(SG_Node* child)
{
m_children.push_back(child);
child->SetSGParent(this); // this way ?
}
void SG_Node::RemoveChild(SG_Node* child)
{
NodeList::iterator childfound = find(m_children.begin(),m_children.end(),child);
if (childfound != m_children.end())
{
m_children.erase(childfound);
}
}
void SG_Node::UpdateWorldData(double time)
{
UpdateSpatialData(GetSGParent(),time);
// update children's worlddata
for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
{
(*it)->UpdateWorldData(time);
}
}
NodeList& SG_Node::GetSGChildren()
{
return this->m_children;
}
const NodeList& SG_Node::GetSGChildren() const
{
return this->m_children;
}
void SG_Node::ClearSGChildren()
{
m_children.clear();
}
void SG_Node::SetSimulatedTime(double time,bool recurse)
{
// update the controllers of this node.
SetControllerTime(time);
// update children's simulate time.
if (recurse)
{
for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
{
(*it)->SetSimulatedTime(time,recurse);
}
}
}