blender/source/gameengine/SceneGraph/SG_Node.h

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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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*/
/** \file SG_Node.h
* \ingroup bgesg
*/
#ifndef __SG_NODE_H__
#define __SG_NODE_H__
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#include "SG_Spatial.h"
#include <vector>
typedef std::vector<SG_Node*> NodeList;
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/**
* Scenegraph node.
*/
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class SG_Node : public SG_Spatial
{
public:
SG_Node(
void* clientobj,
void* clientinfo,
SG_Callbacks& callbacks
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);
SG_Node(
const SG_Node & other
);
virtual ~SG_Node();
/**
* Add a child to this object. This also informs the child of
* it's parent.
* This just stores a pointer to the child and does not
* make a deep copy.
*/
void
AddChild(
SG_Node* child
);
/**
* Remove a child node from this object. This just removes the child
* pointer from the list of children - it does not destroy the child.
* This does not inform the child that this node is no longer it's parent.
* If the node was not a child of this object no action is performed.
*/
void
RemoveChild(
SG_Node* child
);
/**
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* Return true if the node is the ancestor of child
*/
bool
IsAncessor(
const SG_Node* child
) const;
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/**
* Get the current list of children. Do not use this interface for
* adding or removing children please use the methods of this class for
* that.
* \return a reference to the list of children of this node.
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*/
NodeList& GetSGChildren()
{
return this->m_children;
}
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/**
* Get the current list of children.
* \return a const reference to the current list of children of this node.
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*/
const NodeList& GetSGChildren() const
{
return this->m_children;
}
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/**
* Clear the list of children associated with this node
*/
void ClearSGChildren()
{
m_children.clear();
}
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/**
* return the parent of this node if it exists.
*/
SG_Node* GetSGParent() const
{
return m_SGparent;
}
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/**
* Set the parent of this node.
*/
void SetSGParent(SG_Node* parent)
{
m_SGparent = parent;
}
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/**
* Return the top node in this node's Scene graph hierarchy
*/
const
SG_Node*
GetRootSGParent(
) const;
/**
* Disconnect this node from it's parent
*/
void
DisconnectFromParent(
);
/**
* Return vertex parent status.
*/
bool IsVertexParent()
{
if (m_parent_relation)
{
return m_parent_relation->IsVertexRelation();
}
return false;
}
/**
* Return slow parent status.
*/
bool IsSlowParent()
{
if (m_parent_relation)
{
return m_parent_relation->IsSlowRelation();
}
return false;
}
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/**
* Update the spatial data of this node. Iterate through
* the children of this node and update their world data.
*/
void
UpdateWorldData(
double time,
bool parentUpdated=false
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);
/**
* Update the simulation time of this node. Iterate through
* the children nodes and update their simulated time.
*/
void
SetSimulatedTime(
double time,
bool recurse
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);
/**
* Schedule this node for update by placing it in head queue
*/
bool Schedule(SG_QList& head)
{
// Put top parent in front of list to make sure they are updated before their
// children => the children will be udpated and removed from the list before
// we get to them, should they be in the list too.
return (m_SGparent)?head.AddBack(this):head.AddFront(this);
}
/**
* Used during Scenegraph update
*/
static SG_Node* GetNextScheduled(SG_QList& head)
{
return static_cast<SG_Node*>(head.Remove());
}
/**
* Make this node ready for schedule on next update. This is needed for nodes
* that must always be updated (slow parent, bone parent)
*/
bool Reschedule(SG_QList& head)
{
return head.QAddBack(this);
}
/**
* Used during Scenegraph update
*/
static SG_Node* GetNextRescheduled(SG_QList& head)
{
return static_cast<SG_Node*>(head.QRemove());
}
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/**
* Node replication functions.
*/
SG_Node*
GetSGReplica(
);
void
Destruct(
);
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private:
void
ProcessSGReplica(
SG_Node** replica
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);
/**
* The list of children of this node.
*/
NodeList m_children;
/**
* The parent of this node may be NULL
*/
SG_Node* m_SGparent;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:SG_Node")
#endif
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};
#endif //__SG_NODE_H__