blender/source/gameengine/SceneGraph/SG_Node.cpp

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 *****
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*/
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/** \file gameengine/SceneGraph/SG_Node.cpp
* \ingroup bgesg
*/
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#include "SG_Node.h"
#include "SG_ParentRelation.h"
#include <algorithm>
using namespace std;
SG_Node::SG_Node(
void* clientobj,
void* clientinfo,
SG_Callbacks& callbacks
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)
: SG_Spatial(clientobj,clientinfo,callbacks),
m_SGparent(NULL)
{
m_modified = true;
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}
SG_Node::SG_Node(
const SG_Node & other
) :
SG_Spatial(other),
m_children(other.m_children),
m_SGparent(other.m_SGparent)
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{
m_modified = true;
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}
SG_Node::~SG_Node()
{
}
SG_Node* SG_Node::GetSGReplica()
{
SG_Node* replica = new SG_Node(*this);
if (replica == NULL) return NULL;
ProcessSGReplica(&replica);
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return replica;
}
void
SG_Node::
ProcessSGReplica(
SG_Node** replica
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){
// Apply the replication call back function.
if (!ActivateReplicationCallback(*replica))
{
delete (*replica);
*replica = NULL;
return;
}
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// clear the replica node of it's parent.
static_cast<SG_Node*>(*replica)->m_SGparent = NULL;
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if (m_children.begin() != m_children.end())
{
// if this node has children, the replica has too, so clear and clone children
(*replica)->ClearSGChildren();
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NodeList::iterator childit;
for (childit = m_children.begin();childit!=m_children.end();++childit)
{
SG_Node* childnode = (*childit)->GetSGReplica();
if (childnode)
(*replica)->AddChild(childnode);
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}
}
// Nodes without children and without client object are
// not worth to keep, they will just take up CPU
// This can happen in partial replication of hierarchy
// during group duplication.
if ((*replica)->m_children.empty() &&
(*replica)->GetSGClientObject() == NULL)
{
delete (*replica);
*replica = NULL;
}
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}
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);
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m_parent_relation = NULL;
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if (m_children.begin() != m_children.end())
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{
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();
}
const
SG_Node*
SG_Node::
GetRootSGParent(
) const {
return (m_SGparent ? (const SG_Node*) m_SGparent->GetRootSGParent() : (const SG_Node*) this);
}
bool SG_Node::IsAncessor(const SG_Node* child) const
{
return (!child->m_SGparent) ? false :
(child->m_SGparent == this) ? true : IsAncessor(child->m_SGparent);
}
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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, bool parentUpdated)
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{
//if (!GetSGParent())
// return;
if (UpdateSpatialData(GetSGParent(),time,parentUpdated))
// to update the
ActivateUpdateTransformCallback();
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// The node is updated, remove it from the update list
Delink();
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// update children's worlddata
for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
{
(*it)->UpdateWorldData(time, parentUpdated);
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}
}
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);
}
}
}
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