blender/source/gameengine/SceneGraph/SG_IObject.h
Benoit Bolsee 5e2ee19187 BGE patch: support for partial hierarchy in dupligroup instantiation; removal of links that point to inactive objects during group instantiation.
This situation corresponds to a group containing only a portion
of a parent hierarchy (the Apricot team needed that to avoid
logic duplication). The BGE will instantiate only the
children that are in the group so that it follows the 3D view
more closely.
As a result, the logic links to the objects in the portion of the
hierarchy that was not replicated will point to inactive objects
(if the groups are stored in inactive layers as they should be). 
To keep the logic system consistent, these links are automatically
removed.
This last part of the patch is a general fix that could go in
2.47 but as this situation does not normally occurs in pre-2.47
games, it is not needed.
2008-07-18 19:56:56 +00:00

233 lines
4.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
*/
#ifndef __SG_IOBJECT
#define __SG_IOBJECT
#include <vector>
class SG_Controller;
class SG_IObject;
typedef std::vector<SG_Controller*> SGControllerList;
typedef void* (*SG_ReplicationNewCallback)(
SG_IObject* sgobject,
void* clientobj,
void* clientinfo
);
typedef void* (*SG_DestructionNewCallback)(
SG_IObject* sgobject,
void* clientobj,
void* clientinfo
);
typedef void (*SG_UpdateTransformCallback)(
SG_IObject* sgobject,
void* clientobj,
void* clientinfo
);
/**
* SG_Callbacks hold 2 call backs to the outside world.
* The first is meant to be called when objects are replicated.
* And allows the outside world to syncronise external objects
* with replicated nodes and their children.
* The second is called when a node is detroyed and again
* is their for synconisation purposes
* These callbacks may both be NULL.
* The efficacy of this approach has not been proved some
* alternatives might be to perform all replication and destruction
* externally.
* To define a class interface rather than a simple function
* call back so that replication information can be transmitted from
* parent->child.
*/
struct SG_Callbacks
{
SG_Callbacks(
):
m_replicafunc(NULL),
m_destructionfunc(NULL),
m_updatefunc(NULL)
{
};
SG_Callbacks(
SG_ReplicationNewCallback repfunc,
SG_DestructionNewCallback destructfunc,
SG_UpdateTransformCallback updatefunc
):
m_replicafunc(repfunc),
m_destructionfunc(destructfunc),
m_updatefunc(updatefunc)
{
};
SG_ReplicationNewCallback m_replicafunc;
SG_DestructionNewCallback m_destructionfunc;
SG_UpdateTransformCallback m_updatefunc;
};
/**
base object that can be part of the scenegraph.
*/
class SG_IObject
{
private :
void* m_SGclientObject;
void* m_SGclientInfo;
SG_Callbacks m_callbacks;
SGControllerList m_SGcontrollers;
public:
virtual ~SG_IObject();
/**
* Add a pointer to a controller allocated on the heap, to
* this node. This memory for this controller becomes the
* responsibility of this class. It will be deleted when
* this object is deleted.
*/
void
AddSGController(
SG_Controller* cont
);
/**
* Clear the array of pointers to controllers associated with
* this node. This does not delete the controllers themselves!
* This should be used very carefully to avoid memory
* leaks.
*/
void
RemoveAllControllers(
);
/// Needed for replication
/**
* Return a reference to this node's controller list.
* Whilst we don't wish to expose full control of the container
* to the user we do allow them to call non_const methods
* on pointers in the container. C++ topic: how to do this in
* using STL?
*/
SGControllerList&
GetSGControllerList(
);
/**
* Get the client object associated with this
* node. This interface allows you to associate
* arbitray external objects with this node. They are
* passed to the callback functions when they are
* activated so you can syncronise these external objects
* upon replication and destruction
* This may be NULL.
*/
void*
GetSGClientObject(
);
const
void*
GetSGClientObject(
) const ;
/**
* Set the client object for this node. This is just a
* pointer to an object allocated that should exist for
* the duration of the lifetime of this object, or untill
* this function is called again.
*/
void
SetSGClientObject(
void* clientObject
);
/**
* Set the current simulation time for this node.
* The implementation of this function runs through
* the nodes list of controllers and calls their SetSimulatedTime methods
*/
void
SetControllerTime(
double time
);
virtual
void
Destruct(
) = 0;
protected :
bool
ActivateReplicationCallback(
SG_IObject *replica
);
void
ActivateDestructionCallback(
);
void
ActivateUpdateTransformCallback(
);
SG_IObject(
void* clientobj,
void* clientinfo,
SG_Callbacks callbacks
);
SG_IObject(
const SG_IObject &other
);
};
#endif //__SG_IOBJECT