64d161de87
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
375 lines
8.1 KiB
C++
375 lines
8.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file SG_IObject.h
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* \ingroup bgesg
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*/
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#ifndef __SG_IOBJECT_H__
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#define __SG_IOBJECT_H__
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#include "SG_QList.h"
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#include <vector>
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// used for debugging: stage of the game engine main loop at which a Scenegraph modification is done
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enum SG_Stage
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{
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SG_STAGE_UNKNOWN = 0,
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SG_STAGE_NETWORK,
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SG_STAGE_NETWORK_UPDATE,
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SG_STAGE_PHYSICS1,
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SG_STAGE_PHYSICS1_UPDATE,
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SG_STAGE_CONTROLLER,
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SG_STAGE_CONTROLLER_UPDATE,
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SG_STAGE_ACTUATOR,
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SG_STAGE_ACTUATOR_UPDATE,
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SG_STAGE_ANIMATION_UPDATE,
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SG_STAGE_PHYSICS2,
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SG_STAGE_PHYSICS2_UPDATE,
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SG_STAGE_SCENE,
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SG_STAGE_RENDER,
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SG_STAGE_CONVERTER,
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SG_STAGE_CULLING,
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SG_STAGE_MAX
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};
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extern SG_Stage gSG_Stage;
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inline void SG_SetActiveStage(SG_Stage stage)
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{
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gSG_Stage = stage;
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}
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class SG_Controller;
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class SG_IObject;
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typedef std::vector<SG_Controller*> SGControllerList;
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typedef void* (*SG_ReplicationNewCallback)(
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SG_IObject* sgobject,
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void* clientobj,
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void* clientinfo
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);
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typedef void* (*SG_DestructionNewCallback)(
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SG_IObject* sgobject,
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void* clientobj,
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void* clientinfo
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);
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typedef void (*SG_UpdateTransformCallback)(
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SG_IObject* sgobject,
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void* clientobj,
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void* clientinfo
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);
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typedef bool (*SG_ScheduleUpdateCallback)(
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SG_IObject* sgobject,
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void* clientobj,
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void* clientinfo
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);
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typedef bool (*SG_RescheduleUpdateCallback)(
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SG_IObject* sgobject,
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void* clientobj,
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void* clientinfo
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);
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/**
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* SG_Callbacks hold 2 call backs to the outside world.
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* The first is meant to be called when objects are replicated.
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* And allows the outside world to synchronize external objects
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* with replicated nodes and their children.
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* The second is called when a node is destroyed and again
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* is their for synchronization purposes
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* These callbacks may both be NULL.
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* The efficacy of this approach has not been proved some
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* alternatives might be to perform all replication and destruction
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* externally.
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* To define a class interface rather than a simple function
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* call back so that replication information can be transmitted from
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* parent->child.
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*/
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struct SG_Callbacks
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{
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SG_Callbacks(
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):
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m_replicafunc(NULL),
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m_destructionfunc(NULL),
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m_updatefunc(NULL),
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m_schedulefunc(NULL),
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m_reschedulefunc(NULL)
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{
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}
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SG_Callbacks(
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SG_ReplicationNewCallback repfunc,
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SG_DestructionNewCallback destructfunc,
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SG_UpdateTransformCallback updatefunc,
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SG_ScheduleUpdateCallback schedulefunc,
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SG_RescheduleUpdateCallback reschedulefunc
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):
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m_replicafunc(repfunc),
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m_destructionfunc(destructfunc),
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m_updatefunc(updatefunc),
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m_schedulefunc(schedulefunc),
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m_reschedulefunc(reschedulefunc)
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{
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}
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SG_ReplicationNewCallback m_replicafunc;
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SG_DestructionNewCallback m_destructionfunc;
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SG_UpdateTransformCallback m_updatefunc;
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SG_ScheduleUpdateCallback m_schedulefunc;
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SG_RescheduleUpdateCallback m_reschedulefunc;
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};
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/**
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* base object that can be part of the scenegraph.
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*/
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class SG_IObject : public SG_QList
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{
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private :
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void* m_SGclientObject;
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void* m_SGclientInfo;
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SG_Callbacks m_callbacks;
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SGControllerList m_SGcontrollers;
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public:
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virtual ~SG_IObject();
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/**
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* Add a pointer to a controller allocated on the heap, to
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* this node. This memory for this controller becomes the
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* responsibility of this class. It will be deleted when
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* this object is deleted.
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*/
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void
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AddSGController(
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SG_Controller* cont
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);
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/**
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* Remove a pointer to a controller from this node.
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* This does not delete the controller itself! Be careful to
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* avoid memory leaks.
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*/
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void
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RemoveSGController(
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SG_Controller* cont
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);
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/**
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* Clear the array of pointers to controllers associated with
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* this node. This does not delete the controllers themselves!
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* This should be used very carefully to avoid memory
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* leaks.
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*/
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void
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RemoveAllControllers(
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);
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/// Needed for replication
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/**
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* Return a reference to this node's controller list.
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* Whilst we don't wish to expose full control of the container
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* to the user we do allow them to call non_const methods
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* on pointers in the container. C++ topic: how to do this in
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* using STL?
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*/
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SGControllerList& GetSGControllerList()
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{
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return m_SGcontrollers;
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}
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/**
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*
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*/
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SG_Callbacks& GetCallBackFunctions()
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{
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return m_callbacks;
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}
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/**
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* Get the client object associated with this
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* node. This interface allows you to associate
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* arbitrary external objects with this node. They are
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* passed to the callback functions when they are
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* activated so you can synchronize these external objects
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* upon replication and destruction
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* This may be NULL.
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*/
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inline const void* GetSGClientObject() const
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{
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return m_SGclientObject;
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}
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inline void* GetSGClientObject()
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{
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return m_SGclientObject;
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}
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/**
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* Set the client object for this node. This is just a
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* pointer to an object allocated that should exist for
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* the duration of the lifetime of this object, or until
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* this function is called again.
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*/
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void SetSGClientObject(void* clientObject)
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{
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m_SGclientObject = clientObject;
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}
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/* needed for scene switching */
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inline const void* GetSGClientInfo() const
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{
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return m_SGclientInfo;
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}
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inline void* GetSGClientInfo()
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{
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return m_SGclientInfo;
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}
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void SetSGClientInfo(void* clientInfo)
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{
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m_SGclientInfo = clientInfo;
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}
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/**
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* Set the current simulation time for this node.
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* The implementation of this function runs through
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* the nodes list of controllers and calls their SetSimulatedTime methods
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*/
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void SetControllerTime(double time);
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virtual
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void
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Destruct(
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) = 0;
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protected :
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bool
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ActivateReplicationCallback(
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SG_IObject *replica
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)
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{
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if (m_callbacks.m_replicafunc)
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{
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// Call client provided replication func
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if (m_callbacks.m_replicafunc(replica,m_SGclientObject,m_SGclientInfo) == NULL)
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return false;
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}
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return true;
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}
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void
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ActivateDestructionCallback(
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)
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{
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if (m_callbacks.m_destructionfunc)
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{
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// Call client provided destruction function on this!
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m_callbacks.m_destructionfunc(this,m_SGclientObject,m_SGclientInfo);
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}
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else
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{
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// no callback but must still destroy the node to avoid memory leak
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delete this;
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}
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}
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void
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ActivateUpdateTransformCallback(
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)
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{
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if (m_callbacks.m_updatefunc)
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{
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// Call client provided update func.
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m_callbacks.m_updatefunc(this, m_SGclientObject, m_SGclientInfo);
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}
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}
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bool
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ActivateScheduleUpdateCallback(
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)
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{
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// HACK, this check assumes that the scheduled nodes are put on a DList (see SG_Node.h)
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// The early check on Empty() allows up to avoid calling the callback function
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// when the node is already scheduled for update.
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if (Empty() && m_callbacks.m_schedulefunc)
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{
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// Call client provided update func.
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return m_callbacks.m_schedulefunc(this, m_SGclientObject, m_SGclientInfo);
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}
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return false;
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}
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void
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ActivateRecheduleUpdateCallback(
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)
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{
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if (m_callbacks.m_reschedulefunc)
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{
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// Call client provided update func.
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m_callbacks.m_reschedulefunc(this, m_SGclientObject, m_SGclientInfo);
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}
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}
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SG_IObject(
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void* clientobj,
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void* clientinfo,
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SG_Callbacks& callbacks
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);
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SG_IObject(
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const SG_IObject &other
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);
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:SG_IObject")
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#endif
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};
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#endif /* __SG_IOBJECT_H__ */
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