forked from bartvdbraak/blender
284 lines
5.1 KiB
C++
284 lines
5.1 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file SG_Node.h
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* \ingroup bgesg
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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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* Return true if the node is the ancessor of child
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*/
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bool
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IsAncessor(
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const SG_Node* child
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) const;
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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& GetSGChildren()
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{
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return this->m_children;
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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 NodeList& GetSGChildren() const
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{
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return this->m_children;
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}
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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 ClearSGChildren()
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{
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m_children.clear();
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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* GetSGParent() const
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{
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return m_SGparent;
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}
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/**
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* Set the parent of this node.
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*/
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void SetSGParent(SG_Node* parent)
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{
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m_SGparent = 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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* Return vertex parent status.
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*/
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bool 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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/**
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* Return slow parent status.
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*/
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bool 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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/**
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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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bool parentUpdated=false
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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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* Schedule this node for update by placing it in head queue
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*/
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bool Schedule(SG_QList& head)
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{
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// Put top parent in front of list to make sure they are updated before their
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// children => the children will be udpated and removed from the list before
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// we get to them, should they be in the list too.
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return (m_SGparent)?head.AddBack(this):head.AddFront(this);
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}
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/**
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* Used during Scenegraph update
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*/
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static SG_Node* GetNextScheduled(SG_QList& head)
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{
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return static_cast<SG_Node*>(head.Remove());
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}
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/**
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* Make this node ready for schedule on next update. This is needed for nodes
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* that must always be updated (slow parent, bone parent)
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*/
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bool Reschedule(SG_QList& head)
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{
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return head.QAddBack(this);
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}
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/**
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* Used during Scenegraph update
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*/
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static SG_Node* GetNextRescheduled(SG_QList& head)
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{
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return static_cast<SG_Node*>(head.QRemove());
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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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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:SG_Node"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif //__SG_NODE_H
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