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.
275 lines
5.0 KiB
C++
275 lines
5.0 KiB
C++
/**
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* $Id$
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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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#include "SG_Node.h"
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#include "SG_ParentRelation.h"
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#include <algorithm>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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using namespace std;
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SG_Node::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_Spatial(clientobj,clientinfo,callbacks),
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m_SGparent(NULL)
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{
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}
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SG_Node::SG_Node(
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const SG_Node & other
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) :
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SG_Spatial(other),
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m_children(other.m_children),
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m_SGparent(other.m_SGparent)
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{
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// nothing to do
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}
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SG_Node::~SG_Node()
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{
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}
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SG_Node* SG_Node::GetSGReplica()
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{
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SG_Node* replica = new SG_Node(*this);
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if (replica == NULL) return NULL;
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ProcessSGReplica(&replica);
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return replica;
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}
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void
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SG_Node::
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ProcessSGReplica(
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SG_Node** replica
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){
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// Apply the replication call back function.
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if (!ActivateReplicationCallback(*replica))
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{
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delete (*replica);
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*replica = NULL;
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return;
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}
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// clear the replica node of it's parent.
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static_cast<SG_Node*>(*replica)->m_SGparent = NULL;
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if (m_children.begin() != m_children.end())
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{
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// if this node has children, the replica has too, so clear and clone children
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(*replica)->ClearSGChildren();
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NodeList::iterator childit;
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for (childit = m_children.begin();childit!=m_children.end();++childit)
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{
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SG_Node* childnode = (*childit)->GetSGReplica();
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if (childnode)
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(*replica)->AddChild(childnode);
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}
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}
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// Nodes without children and without client object are
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// not worth to keep, they will just take up CPU
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// This can happen in partial replication of hierarchy
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// during group duplication.
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if ((*replica)->m_children.empty() &&
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(*replica)->GetSGClientObject() == NULL)
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{
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delete (*replica);
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*replica = NULL;
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}
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}
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void
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SG_Node::
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Destruct()
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{
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// Not entirely sure what Destruct() expects to happen.
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// I think it probably means just to call the DestructionCallback
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// in the right order on all the children - rather than free any memory
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// We'll delete m_parent_relation now anyway.
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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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{
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NodeList::iterator childit;
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for (childit = m_children.begin();childit!=m_children.end();++childit)
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{
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// call the SG_Node destruct method on each of our children }-)
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(*childit)->Destruct();
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}
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}
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ActivateDestructionCallback();
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}
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SG_Node*
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SG_Node::
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GetSGParent(
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) const {
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return m_SGparent;
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}
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void
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SG_Node::
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SetSGParent(
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SG_Node* parent
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){
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m_SGparent = parent;
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}
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const
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SG_Node*
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SG_Node::
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GetRootSGParent(
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) const {
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return (m_SGparent ? (const SG_Node*) m_SGparent->GetRootSGParent() : (const SG_Node*) this);
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}
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bool
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SG_Node::
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IsVertexParent()
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{
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if (m_parent_relation)
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{
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return m_parent_relation->IsVertexRelation();
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}
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return false;
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}
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bool
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SG_Node::
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IsSlowParent()
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{
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if (m_parent_relation)
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{
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return m_parent_relation->IsSlowRelation();
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}
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return false;
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}
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void
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SG_Node::
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DisconnectFromParent(
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){
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if (m_SGparent)
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{
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m_SGparent->RemoveChild(this);
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m_SGparent = NULL;
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}
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}
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void SG_Node::AddChild(SG_Node* child)
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{
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m_children.push_back(child);
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child->SetSGParent(this); // this way ?
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}
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void SG_Node::RemoveChild(SG_Node* child)
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{
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NodeList::iterator childfound = find(m_children.begin(),m_children.end(),child);
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if (childfound != m_children.end())
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{
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m_children.erase(childfound);
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}
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}
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void SG_Node::UpdateWorldData(double time)
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{
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//if (!GetSGParent())
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// return;
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if (UpdateSpatialData(GetSGParent(),time))
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ActivateUpdateTransformCallback();
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// update children's worlddata
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for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
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{
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(*it)->UpdateWorldData(time);
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}
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}
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NodeList& SG_Node::GetSGChildren()
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{
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return this->m_children;
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}
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const NodeList& SG_Node::GetSGChildren() const
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{
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return this->m_children;
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}
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void SG_Node::ClearSGChildren()
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{
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m_children.clear();
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}
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void SG_Node::SetSimulatedTime(double time,bool recurse)
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{
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// update the controllers of this node.
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SetControllerTime(time);
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// update children's simulate time.
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if (recurse)
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{
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for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
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{
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(*it)->SetSimulatedTime(time,recurse);
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}
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}
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}
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