blender/source/gameengine/SceneGraph/SG_Node.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

282 lines
5.1 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_Node.h
* \ingroup bgesg
*/
#ifndef __SG_NODE_H__
#define __SG_NODE_H__
#include "SG_Spatial.h"
#include <vector>
typedef std::vector<SG_Node*> NodeList;
/**
* Scenegraph node.
*/
class SG_Node : public SG_Spatial
{
public:
SG_Node(
void* clientobj,
void* clientinfo,
SG_Callbacks& callbacks
);
SG_Node(
const SG_Node & other
);
virtual ~SG_Node();
/**
* Add a child to this object. This also informs the child of
* it's parent.
* This just stores a pointer to the child and does not
* make a deep copy.
*/
void
AddChild(
SG_Node* child
);
/**
* Remove a child node from this object. This just removes the child
* pointer from the list of children - it does not destroy the child.
* This does not inform the child that this node is no longer it's parent.
* If the node was not a child of this object no action is performed.
*/
void
RemoveChild(
SG_Node* child
);
/**
* Return true if the node is the ancestor of child
*/
bool
IsAncessor(
const SG_Node* child
) const;
/**
* Get the current list of children. Do not use this interface for
* adding or removing children please use the methods of this class for
* that.
* \return a reference to the list of children of this node.
*/
NodeList& GetSGChildren()
{
return this->m_children;
}
/**
* Get the current list of children.
* \return a const reference to the current list of children of this node.
*/
const NodeList& GetSGChildren() const
{
return this->m_children;
}
/**
* Clear the list of children associated with this node
*/
void ClearSGChildren()
{
m_children.clear();
}
/**
* return the parent of this node if it exists.
*/
SG_Node* GetSGParent() const
{
return m_SGparent;
}
/**
* Set the parent of this node.
*/
void SetSGParent(SG_Node* parent)
{
m_SGparent = parent;
}
/**
* Return the top node in this node's Scene graph hierarchy
*/
const
SG_Node*
GetRootSGParent(
) const;
/**
* Disconnect this node from it's parent
*/
void
DisconnectFromParent(
);
/**
* Return vertex parent status.
*/
bool IsVertexParent()
{
if (m_parent_relation)
{
return m_parent_relation->IsVertexRelation();
}
return false;
}
/**
* Return slow parent status.
*/
bool IsSlowParent()
{
if (m_parent_relation)
{
return m_parent_relation->IsSlowRelation();
}
return false;
}
/**
* Update the spatial data of this node. Iterate through
* the children of this node and update their world data.
*/
void
UpdateWorldData(
double time,
bool parentUpdated=false
);
/**
* Update the simulation time of this node. Iterate through
* the children nodes and update their simulated time.
*/
void
SetSimulatedTime(
double time,
bool recurse
);
/**
* Schedule this node for update by placing it in head queue
*/
bool Schedule(SG_QList& head)
{
// Put top parent in front of list to make sure they are updated before their
// children => the children will be udpated and removed from the list before
// we get to them, should they be in the list too.
return (m_SGparent)?head.AddBack(this):head.AddFront(this);
}
/**
* Used during Scenegraph update
*/
static SG_Node* GetNextScheduled(SG_QList& head)
{
return static_cast<SG_Node*>(head.Remove());
}
/**
* Make this node ready for schedule on next update. This is needed for nodes
* that must always be updated (slow parent, bone parent)
*/
bool Reschedule(SG_QList& head)
{
return head.QAddBack(this);
}
/**
* Used during Scenegraph update
*/
static SG_Node* GetNextRescheduled(SG_QList& head)
{
return static_cast<SG_Node*>(head.QRemove());
}
/**
* Node replication functions.
*/
SG_Node*
GetSGReplica(
);
void
Destruct(
);
private:
void
ProcessSGReplica(
SG_Node** replica
);
/**
* The list of children of this node.
*/
NodeList m_children;
/**
* The parent of this node may be NULL
*/
SG_Node* m_SGparent;
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:SG_Node"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //__SG_NODE_H__