blender/source/gameengine/SceneGraph/SG_ParentRelation.h
Campbell Barton 7bbf4b7831 style cleanup
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-02 16:05:54 +00:00

143 lines
3.5 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*
*/
/** \file SG_ParentRelation.h
* \ingroup bgesg
* \page SG_ParentRelationPage SG_ParentRelation
* \section SG_ParentRelationSection SG_ParentRelation
*
* This is an abstract interface class to the Scene Graph library.
* It allows you to specify how child nodes react to parent nodes.
* Normally a child will use it's parent's transforms to compute
* it's own global transforms. How this is performed depends on
* the type of relation. For example if the parent is a vertex
* parent to this child then the child should not inherit any
* rotation information from the parent. Or if the parent is a
* 'slow parent' to this child then the child should react
* slowly to changes in the parent's position. The exact relation
* is left for you to implement by filling out this interface
* with concrete examples.
*
* There is exactly one SG_ParentRelation per SG_Node. Subclasses
* should not be value types and should be allocated on the heap.
*
*/
#ifndef __SG_PARENTRELATION_H__
#define __SG_PARENTRELATION_H__
class SG_Spatial;
class SG_ParentRelation {
public :
/**
* Update the childs local and global coordinates
* based upon the parents global coordinates.
* You must also handle the case when this node has no
* parent (parent == NULL). Usually you should just
* copy the local coordinates of the child to the
* world coordinates.
*/
virtual
bool
UpdateChildCoordinates(
SG_Spatial * child,
const SG_Spatial * parent,
bool& parentUpdated
) = 0;
virtual
~SG_ParentRelation(
){
};
/**
* You must provide a way of duplicating an
* instance of an SG_ParentRelation. This should
* return a pointer to a new duplicate allocated
* on the heap. Responsibilty for deleting the
* duplicate resides with the caller of this method.
*/
virtual
SG_ParentRelation *
NewCopy(
) = 0;
/**
* Vertex Parent Relation are special: they don't propagate rotation
*/
virtual
bool
IsVertexRelation(
) {
return false;
}
/**
* Need this to see if we are able to adjust time-offset from the python api
*/
virtual
bool
IsSlowRelation(
) {
return false;
}
protected :
/**
* Protected constructors
* this class is not meant to be instantiated.
*/
SG_ParentRelation(
) {
};
/**
* Copy construction should not be implemented
*/
SG_ParentRelation(
const SG_ParentRelation &
);
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:SG_ParentRelation"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif