blender/source/gameengine/SceneGraph/SG_ParentRelation.h
Kester Maddock 3dd18c5c34 Added an UpdateTransform callback from SceneGraph -> Physics.
Profiling revealed that the SceneGraph updated every physics object, whether it moved or not, even though the physics object was at the right place.  This would cause SOLID to go and update its bounding boxes, overlap tests etc.
This callback handles the special case (parented objects) where the physics scene needs to be informed of changes to the scenegraph.

Added Python attributes (mass, parent, visible, position, orientation, scaling) to the KX_GameObject module.
Make KX_GameObject use the KX_PyMath Python <-> Moto conversion.
2004-05-26 12:06:41 +00:00

118 lines
3.1 KiB
C++

/**
* @mainpage SG_ParentRelation
* @section
*
* This is an abstract interface class to the Scene Graph library.
* It allows you to specify how child nodes react to parent nodes.
* Normally a child will use it's parent's transforms to compute
* it's own global transforms. How this is performed depends on
* the type of relation. For example if the parent is a vertex
* parent to this child then the child should not inherit any
* rotation information from the parent. Or if the parent is a
* 'slow parent' to this child then the child should react
* slowly to changes in the parent's position. The exact relation
* is left for you to implement by filling out this interface
* with concrete examples.
*
* There is exactly one SG_ParentRelation per SG_Node. Subclasses
* should not be value types and should be allocated on the heap.
*
* $Id$
*
* ***** 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 *****
*
*/
#ifndef __SG_ParentRelation_h
#define __SG_ParentRelation_h
class SG_Spatial;
class SG_ParentRelation {
public :
/**
* Update the childs local and global coordinates
* based upon the parents global coordinates.
* You must also handle the case when this node has no
* parent (parent == NULL). Usually you should just
* copy the local coordinates of the child to the
* world coordinates.
*/
virtual
bool
UpdateChildCoordinates(
SG_Spatial * child,
const SG_Spatial * parent
) = 0;
virtual
~SG_ParentRelation(
){
};
/**
* You must provide a way of duplicating an
* instance of an SG_ParentRelation. This should
* return a pointer to a new duplicate allocated
* on the heap. Responsibilty for deleting the
* duplicate resides with the caller of this method.
*/
virtual
SG_ParentRelation *
NewCopy(
) = 0;
protected :
/**
* Protected constructors
* this class is not meant to be instantiated.
*/
SG_ParentRelation(
) {
};
/**
* Copy construction should not be implemented
*/
SG_ParentRelation(
const SG_ParentRelation &
);
};
#endif