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