1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239
|
/**
* $Id: SG_Node.cpp,v 1.7 2006/05/22 21:03:43 erwin Exp $
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*/
#include "SG_Node.h"
#include "SG_ParentRelation.h"
#include <algorithm>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
using namespace std;
SG_Node::SG_Node(
void* clientobj,
void* clientinfo,
SG_Callbacks callbacks
)
: SG_Spatial(clientobj,clientinfo,callbacks),
m_SGparent(NULL)
{
}
SG_Node::SG_Node(
const SG_Node & other
) :
SG_Spatial(other),
m_children(other.m_children),
m_SGparent(other.m_SGparent)
{
// nothing to do
}
SG_Node::~SG_Node()
{
}
SG_Node* SG_Node::GetSGReplica()
{
SG_Node* replica = new SG_Node(*this);
if (replica == NULL) return NULL;
ProcessSGReplica(replica);
return replica;
}
void
SG_Node::
ProcessSGReplica(
SG_Node* replica
){
// Apply the replication call back function.
ActivateReplicationCallback(replica);
// clear the replica node of it's parent.
static_cast<SG_Node*>(replica)->m_SGparent = NULL;
if (m_children.begin() != m_children.end())
{
// if this node has children, the replica has too, so clear and clone children
replica->ClearSGChildren();
NodeList::iterator childit;
for (childit = m_children.begin();childit!=m_children.end();++childit)
{
replica->AddChild((*childit)->GetSGReplica());
}
}
}
void
SG_Node::
Destruct()
{
// Not entirely sure what Destruct() expects to happen.
// I think it probably means just to call the DestructionCallback
// in the right order on all the children - rather than free any memory
// We'll delete m_parent_relation now anyway.
delete(m_parent_relation);
m_parent_relation = NULL;
if (m_children.begin() != m_children.end())
{
NodeList::iterator childit;
for (childit = m_children.begin();childit!=m_children.end();++childit)
{
// call the SG_Node destruct method on each of our children }-)
(*childit)->Destruct();
}
}
ActivateDestructionCallback();
}
SG_Node*
SG_Node::
GetSGParent(
) const {
return m_SGparent;
}
void
SG_Node::
SetSGParent(
SG_Node* parent
){
m_SGparent = parent;
}
const
SG_Node*
SG_Node::
GetRootSGParent(
) const {
return (m_SGparent ? (const SG_Node*) m_SGparent->GetRootSGParent() : (const SG_Node*) this);
}
void
SG_Node::
DisconnectFromParent(
){
if (m_SGparent)
{
m_SGparent->RemoveChild(this);
m_SGparent = NULL;
}
}
void SG_Node::AddChild(SG_Node* child)
{
m_children.push_back(child);
child->SetSGParent(this); // this way ?
}
void SG_Node::RemoveChild(SG_Node* child)
{
NodeList::iterator childfound = find(m_children.begin(),m_children.end(),child);
if (childfound != m_children.end())
{
m_children.erase(childfound);
}
}
void SG_Node::UpdateWorldData(double time)
{
//if (!GetSGParent())
// return;
if (UpdateSpatialData(GetSGParent(),time))
ActivateUpdateTransformCallback();
// update children's worlddata
for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
{
(*it)->UpdateWorldData(time);
}
}
NodeList& SG_Node::GetSGChildren()
{
return this->m_children;
}
const NodeList& SG_Node::GetSGChildren() const
{
return this->m_children;
}
void SG_Node::ClearSGChildren()
{
m_children.clear();
}
void SG_Node::SetSimulatedTime(double time,bool recurse)
{
// update the controllers of this node.
SetControllerTime(time);
// update children's simulate time.
if (recurse)
{
for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
{
(*it)->SetSimulatedTime(time,recurse);
}
}
}
|