blender/source/gameengine/SceneGraph/SG_IObject.cpp
Chris Want 5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00

170 lines
3.1 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 *****
*/
#include "SG_IObject.h"
#include "SG_Controller.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
SG_IObject::
SG_IObject(
void* clientobj,
void* clientinfo,
SG_Callbacks callbacks
):
m_SGclientObject(clientobj),
m_SGclientInfo(clientinfo),
m_callbacks(callbacks)
{
//nothing to do
}
SG_IObject::
SG_IObject(
const SG_IObject &other
) :
m_SGclientObject(other.m_SGclientObject),
m_SGclientInfo(other.m_SGclientInfo),
m_callbacks(other.m_callbacks)
{
//nothing to do
}
void
SG_IObject::
AddSGController(
SG_Controller* cont
){
m_SGcontrollers.push_back(cont);
}
void
SG_IObject::
RemoveAllControllers(
) {
m_SGcontrollers.clear();
}
/// Needed for replication
SGControllerList&
SG_IObject::
GetSGControllerList(
){
return m_SGcontrollers;
}
void*
SG_IObject::
GetSGClientObject(
){
return m_SGclientObject;
}
const
void*
SG_IObject::
GetSGClientObject(
) const {
return m_SGclientObject;
}
void
SG_IObject::
SetSGClientObject(
void* clientObject
){
m_SGclientObject = clientObject;
}
void
SG_IObject::
ActivateReplicationCallback(
SG_IObject *replica
){
if (m_callbacks.m_replicafunc)
{
// Call client provided replication func
m_callbacks.m_replicafunc(replica,m_SGclientObject,m_SGclientInfo);
}
};
void
SG_IObject::
ActivateDestructionCallback(
){
if (m_callbacks.m_destructionfunc)
{
// Call client provided destruction function on this!
m_callbacks.m_destructionfunc(this,m_SGclientObject,m_SGclientInfo);
}
else
{
// no callback but must still destroy the node to avoid memory leak
delete this;
}
}
void
SG_IObject::
ActivateUpdateTransformCallback(
){
if (m_callbacks.m_updatefunc)
{
// Call client provided update func.
m_callbacks.m_updatefunc(this, m_SGclientObject, m_SGclientInfo);
}
}
void
SG_IObject::
SetControllerTime(
double time
){
SGControllerList::iterator contit;
for (contit = m_SGcontrollers.begin();contit!=m_SGcontrollers.end();++contit)
{
(*contit)->SetSimulatedTime(time);
}
}
SG_IObject::
~SG_IObject()
{
SGControllerList::iterator contit;
for (contit = m_SGcontrollers.begin();contit!=m_SGcontrollers.end();++contit)
{
delete (*contit);
}
}