2002-10-12 11:37:38 +00:00
										 
									 
								 
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								/**
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								 * $Id$
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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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								#include "SG_Node.h"
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								#include "SG_ParentRelation.h"
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								#include <algorithm>
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											2002-11-25 15:29:57 +00:00
										 
									 
								 
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								#ifdef HAVE_CONFIG_H
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								#include <config.h>
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								#endif
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											2002-10-12 11:37:38 +00:00
										 
									 
								 
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								using namespace std;
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								SG_Node::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_Spatial(clientobj,clientinfo,callbacks),
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									m_SGparent(NULL)
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								{
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								}
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								SG_Node::SG_Node(
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									const SG_Node & other
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								) :
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									SG_Spatial(other),
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									m_SGparent(other.m_SGparent),
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									m_children(other.m_children)
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								{
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									// nothing to do
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								}
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								SG_Node::~SG_Node()
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								{
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								}
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								SG_Node* SG_Node::GetSGReplica()
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								{
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									SG_Node* replica = new SG_Node(*this);
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									if (replica == NULL) return NULL;
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									ProcessSGReplica(replica);
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									return replica;
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								}
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									void 
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								SG_Node::
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								ProcessSGReplica(
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									SG_Node* replica
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								){
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									// Apply the replication call back function.
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									ActivateReplicationCallback(replica);
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									// clear the replica node of it's parent.
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									static_cast<SG_Node*>(replica)->m_SGparent = NULL;
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									if (m_children.begin() != m_children.end())
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									{
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										// if this node has children, the replica has too, so clear and clone children
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										replica->ClearSGChildren();
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										NodeList::iterator childit;
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										for (childit = m_children.begin();childit!=m_children.end();++childit)
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										{
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											replica->AddChild((*childit)->GetSGReplica());
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										}
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									}
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								}
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									void 
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								SG_Node::
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								Destruct()
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								{
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									// Not entirely sure what Destruct() expects to happen.
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									// I think it probably means just to call the DestructionCallback
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									// in the right order on all the children - rather than free any memory
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									// We'll delete m_parent_relation now anyway.
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									delete(m_parent_relation);
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									m_parent_relation = NULL;		
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								 	if (m_children.begin() != m_children.end())
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									{
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										NodeList::iterator childit;
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										for (childit = m_children.begin();childit!=m_children.end();++childit)
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										{
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											// call the SG_Node destruct method on each of our children }-)
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											(*childit)->Destruct();
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										}
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									}
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									ActivateDestructionCallback();
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								}
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									SG_Node*			
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								SG_Node::
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								GetSGParent(
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								) const { 
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									return m_SGparent;
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								}
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									void				
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								SG_Node::
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								SetSGParent(
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									SG_Node* parent
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								){
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									m_SGparent = parent;
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								}
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								const 
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									SG_Node*	
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								SG_Node::
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								GetRootSGParent(
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								) const {
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									return (m_SGparent ? (const SG_Node*) m_SGparent->GetRootSGParent() : (const SG_Node*) this);
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								}
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									void 
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								SG_Node::
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								DisconnectFromParent(
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								){
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									if (m_SGparent)
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									{
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										m_SGparent->RemoveChild(this);
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										m_SGparent = NULL;
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									}
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								}
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								void SG_Node::AddChild(SG_Node* child)
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								{
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									m_children.push_back(child);
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									child->SetSGParent(this); // this way ?
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								}
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								void SG_Node::RemoveChild(SG_Node* child)
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								{
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									NodeList::iterator childfound = find(m_children.begin(),m_children.end(),child);
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									if (childfound != m_children.end())
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									{
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										m_children.erase(childfound);
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									}
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								}
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								void SG_Node::UpdateWorldData(double time)
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								{
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									UpdateSpatialData(GetSGParent(),time);
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									// update children's worlddata
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									for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
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									{
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										(*it)->UpdateWorldData(time);
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									}
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								}
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								NodeList& SG_Node::GetSGChildren()
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								{
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									return this->m_children;
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								}
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								const NodeList& SG_Node::GetSGChildren() const
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								{
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									return this->m_children;
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								}
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								void SG_Node::ClearSGChildren()
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								{
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									m_children.clear();
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								}
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								void SG_Node::SetSimulatedTime(double time,bool recurse)
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								{
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									// update the controllers of this node.
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									SetControllerTime(time);
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									// update children's simulate time.
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									if (recurse)
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									{
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										for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
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										{
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							 | 
							
							
											(*it)->SetSimulatedTime(time,recurse);
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										}
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									}
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							 | 
							
								
							 | 
							
							
								}
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							 |