forked from bartvdbraak/blender
5e2ee19187
This situation corresponds to a group containing only a portion of a parent hierarchy (the Apricot team needed that to avoid logic duplication). The BGE will instantiate only the children that are in the group so that it follows the 3D view more closely. As a result, the logic links to the objects in the portion of the hierarchy that was not replicated will point to inactive objects (if the groups are stored in inactive layers as they should be). To keep the logic system consistent, these links are automatically removed. This last part of the patch is a general fix that could go in 2.47 but as this situation does not normally occurs in pre-2.47 games, it is not needed.
225 lines
3.7 KiB
C++
225 lines
3.7 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __SG_NODE_H
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#define __SG_NODE_H
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#include "SG_Spatial.h"
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#include <vector>
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typedef std::vector<SG_Node*> NodeList;
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/**
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* Scenegraph node.
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*/
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class SG_Node : public SG_Spatial
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{
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public:
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SG_Node(
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void* clientobj,
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void* clientinfo,
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SG_Callbacks callbacks
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);
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SG_Node(
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const SG_Node & other
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);
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virtual ~SG_Node();
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/**
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* Add a child to this object. This also informs the child of
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* it's parent.
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* This just stores a pointer to the child and does not
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* make a deep copy.
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*/
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void
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AddChild(
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SG_Node* child
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);
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/**
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* Remove a child node from this object. This just removes the child
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* pointer from the list of children - it does not destroy the child.
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* This does not inform the child that this node is no longer it's parent.
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* If the node was not a child of this object no action is performed.
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*/
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void
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RemoveChild(
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SG_Node* child
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);
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/**
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* Get the current list of children. Do not use this interface for
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* adding or removing children please use the methods of this class for
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* that.
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* @return a reference to the list of children of this node.
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*/
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NodeList&
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GetSGChildren(
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);
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/**
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* Get the current list of children.
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* @return a const reference to the current list of children of this node.
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*/
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const
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NodeList&
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GetSGChildren(
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) const;
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/**
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* Clear the list of children associated with this node
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*/
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void
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ClearSGChildren(
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);
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/**
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* return the parent of this node if it exists.
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*/
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SG_Node*
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GetSGParent(
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) const ;
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/**
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* Set the parent of this node.
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*/
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void
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SetSGParent(
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SG_Node* parent
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);
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/**
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* Return the top node in this node's Scene graph hierarchy
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*/
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const
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SG_Node*
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GetRootSGParent(
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) const;
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/**
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* Disconnect this node from it's parent
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*/
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void
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DisconnectFromParent(
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);
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/**
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* Tell this node to treat it's parent as a vertex parent.
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*/
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void
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SetVertexParent(
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bool isvertexparent
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) ;
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/**
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* Return vertex parent status.
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*/
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bool
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IsVertexParent(
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) ;
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/**
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* Return slow parent status.
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*/
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bool
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IsSlowParent(
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) ;
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/**
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* Update the spatial data of this node. Iterate through
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* the children of this node and update their world data.
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*/
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void
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UpdateWorldData(
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double time
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);
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/**
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* Update the simulation time of this node. Iterate through
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* the children nodes and update their simulated time.
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*/
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void
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SetSimulatedTime(
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double time,
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bool recurse
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);
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/**
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* Node replication functions.
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*/
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SG_Node*
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GetSGReplica(
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);
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void
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Destruct(
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);
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private:
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void
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ProcessSGReplica(
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SG_Node** replica
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);
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/**
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* The list of children of this node.
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*/
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NodeList m_children;
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/**
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* The parent of this node may be NULL
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*/
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SG_Node* m_SGparent;
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};
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#endif //__SG_NODE_H
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