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231
source/gameengine/SceneGraph/SG_Node.cpp
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231
source/gameengine/SceneGraph/SG_Node.cpp
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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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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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