/* * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** */ /** \file SG_Node.h * \ingroup bgesg */ #ifndef __SG_NODE_H__ #define __SG_NODE_H__ #include "SG_Spatial.h" #include typedef std::vector NodeList; /** * Scenegraph node. */ class SG_Node : public SG_Spatial { public: SG_Node( void* clientobj, void* clientinfo, SG_Callbacks& callbacks ); 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 ); /** * Return true if the node is the ancessor of child */ bool IsAncessor( const SG_Node* child ) const; /** * 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. */ NodeList& GetSGChildren() { return this->m_children; } /** * Get the current list of children. * @return a const reference to the current list of children of this node. */ const NodeList& GetSGChildren() const { return this->m_children; } /** * Clear the list of children associated with this node */ void ClearSGChildren() { m_children.clear(); } /** * return the parent of this node if it exists. */ SG_Node* GetSGParent() const { return m_SGparent; } /** * Set the parent of this node. */ void SetSGParent(SG_Node* parent) { m_SGparent = parent; } /** * 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; } /** * 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 ); /** * Update the simulation time of this node. Iterate through * the children nodes and update their simulated time. */ void SetSimulatedTime( double time, bool recurse ); /** * 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(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(head.QRemove()); } /** * Node replication functions. */ SG_Node* GetSGReplica( ); void Destruct( ); private: void ProcessSGReplica( SG_Node** replica ); /** * 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 public: void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:SG_Node"); } void operator delete( void *mem ) { MEM_freeN(mem); } #endif }; #endif //__SG_NODE_H__