/** * $Id: SG_Node.cpp 28254 2010-04-18 10:28:37Z campbellbarton $ * ***** 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 ***** */ #include "SG_Node.h" #include "SG_ParentRelation.h" #include using namespace std; SG_Node::SG_Node( void* clientobj, void* clientinfo, SG_Callbacks& callbacks ) : SG_Spatial(clientobj,clientinfo,callbacks), m_SGparent(NULL) { m_modified = true; } SG_Node::SG_Node( const SG_Node & other ) : SG_Spatial(other), m_children(other.m_children), m_SGparent(other.m_SGparent) { m_modified = true; } 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. if (!ActivateReplicationCallback(*replica)) { delete (*replica); *replica = NULL; return; } // clear the replica node of it's parent. static_cast(*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) { SG_Node* childnode = (*childit)->GetSGReplica(); if (childnode) (*replica)->AddChild(childnode); } } // Nodes without children and without client object are // not worth to keep, they will just take up CPU // This can happen in partial replication of hierarchy // during group duplication. if ((*replica)->m_children.empty() && (*replica)->GetSGClientObject() == NULL) { delete (*replica); *replica = NULL; } } 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(); } const SG_Node* SG_Node:: GetRootSGParent( ) const { return (m_SGparent ? (const SG_Node*) m_SGparent->GetRootSGParent() : (const SG_Node*) this); } bool SG_Node::IsAncessor(const SG_Node* child) const { return (!child->m_SGparent) ? false : (child->m_SGparent == this) ? true : IsAncessor(child->m_SGparent); } 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, bool parentUpdated) { //if (!GetSGParent()) // return; if (UpdateSpatialData(GetSGParent(),time,parentUpdated)) // to update the ActivateUpdateTransformCallback(); // The node is updated, remove it from the update list Delink(); // update children's worlddata for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it) { (*it)->UpdateWorldData(time, parentUpdated); } } 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); } } }