forked from bartvdbraak/blender
f1c4f705a1
So we should be all set now :) Kent -- mein@cs.umn.edu
201 lines
3.7 KiB
C++
201 lines
3.7 KiB
C++
/**
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* @mainpage KX_SG_NodeRelationships
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* @section
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*
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* This file provides common concrete implementations of
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* SG_ParentRelation used by the game engine. These are
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* KX_SlowParentRelation a slow parent relationship.
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* KX_NormalParentRelation a normal parent relationship where
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* orientation and position are inherited from the parent by
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* the child.
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* KX_VertexParentRelation only location information is
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* inherited by the child.
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*
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* @see SG_ParentRelation for more information about this
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* interface
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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*
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*/
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#include "SG_Spatial.h"
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#include "SG_ParentRelation.h"
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class KX_NormalParentRelation : public SG_ParentRelation
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{
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public :
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/**
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* Allocate and construct a new KX_NormalParentRelation
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* on the heap.
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*/
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static
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KX_NormalParentRelation *
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New(
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);
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/**
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* Method inherited from KX_ParentRelation
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*/
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void
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UpdateChildCoordinates(
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SG_Spatial * child,
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const SG_Spatial * parent
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);
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/**
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* Method inherited from KX_ParentRelation
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*/
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SG_ParentRelation *
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NewCopy(
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);
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~KX_NormalParentRelation(
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);
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private :
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KX_NormalParentRelation(
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);
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};
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class KX_VertexParentRelation : public SG_ParentRelation
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{
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public :
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/**
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* Allocate and construct a new KX_VertexParentRelation
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* on the heap.
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*/
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static
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KX_VertexParentRelation *
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New(
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);
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/**
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* Method inherited from KX_ParentRelation
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*/
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void
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UpdateChildCoordinates(
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SG_Spatial * child,
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const SG_Spatial * parent
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);
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/**
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* Method inherited from KX_ParentRelation
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*/
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SG_ParentRelation *
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NewCopy(
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);
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~KX_VertexParentRelation(
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);
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private :
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KX_VertexParentRelation(
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);
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};
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class KX_SlowParentRelation : public SG_ParentRelation
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{
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public :
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/**
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* Allocate and construct a new KX_VertexParentRelation
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* on the heap.
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*/
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static
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KX_SlowParentRelation *
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New(
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MT_Scalar relaxation
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);
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/**
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* Method inherited from KX_ParentRelation
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*/
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void
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UpdateChildCoordinates(
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SG_Spatial * child,
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const SG_Spatial * parent
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);
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/**
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* Method inherited from KX_ParentRelation
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*/
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SG_ParentRelation *
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NewCopy(
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);
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~KX_SlowParentRelation(
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);
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private :
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KX_SlowParentRelation(
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MT_Scalar relaxation
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);
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// the relaxation coefficient.
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MT_Scalar m_relax;
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/**
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* Looks like a hack flag to me.
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* We need to compute valid world coordinates the first
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* time we update spatial data of the child. This is done
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* by just doing a normal parent relation the first time
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* UpdateChildCoordinates is called and then doing the
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* slow parent relation
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*/
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bool m_initialized;
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};
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