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Diffstat (limited to 'source/gameengine/SceneGraph/SG_Node.h')
-rw-r--r--source/gameengine/SceneGraph/SG_Node.h278
1 files changed, 0 insertions, 278 deletions
diff --git a/source/gameengine/SceneGraph/SG_Node.h b/source/gameengine/SceneGraph/SG_Node.h
deleted file mode 100644
index 8043fed082c..00000000000
--- a/source/gameengine/SceneGraph/SG_Node.h
+++ /dev/null
@@ -1,278 +0,0 @@
-/*
- * ***** 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 *****
- */
-
-/** \file SG_Node.h
- * \ingroup bgesg
- */
-
-#ifndef __SG_NODE_H__
-#define __SG_NODE_H__
-
-#include "SG_Spatial.h"
-#include <vector>
-
-typedef std::vector<SG_Node*> NodeList;
-
-/**
- * Scenegraph node.
- */
-class SG_Node : public SG_Spatial
-{
-public:
- SG_Node(
- void* clientobj,
- void* clientinfo,
- SG_Callbacks& callbacks
- );
-
- SG_Node(
- const SG_Node & other
- );
-
- virtual ~SG_Node();
-
-
- /**
- * Add a child to this object. This also informs the child of
- * it's parent.
- * This just stores a pointer to the child and does not
- * make a deep copy.
- */
-
- void
- AddChild(
- SG_Node* child
- );
-
- /**
- * Remove a child node from this object. This just removes the child
- * pointer from the list of children - it does not destroy the child.
- * This does not inform the child that this node is no longer it's parent.
- * If the node was not a child of this object no action is performed.
- */
-
- void
- RemoveChild(
- SG_Node* child
- );
-
- /**
- * Return true if the node is the ancestor of child
- */
- bool
- IsAncessor(
- const SG_Node* child
- ) const;
- /**
- * Get the current list of children. Do not use this interface for
- * adding or removing children please use the methods of this class for
- * that.
- * \return a reference to the list of children of this node.
- */
-
- NodeList& GetSGChildren()
- {
- return this->m_children;
- }
-
- /**
- * Get the current list of children.
- * \return a const reference to the current list of children of this node.
- */
-
- const NodeList& GetSGChildren() const
- {
- return this->m_children;
- }
-
- /**
- * Clear the list of children associated with this node
- */
-
- void ClearSGChildren()
- {
- m_children.clear();
- }
-
- /**
- * return the parent of this node if it exists.
- */
-
- SG_Node* GetSGParent() const
- {
- return m_SGparent;
- }
-
- /**
- * Set the parent of this node.
- */
-
- void SetSGParent(SG_Node* parent)
- {
- m_SGparent = parent;
- }
-
- /**
- * Return the top node in this node's Scene graph hierarchy
- */
-
- const
- SG_Node*
- GetRootSGParent(
- ) const;
-
- /**
- * Disconnect this node from it's parent
- */
-
- void
- DisconnectFromParent(
- );
-
- /**
- * Return vertex parent status.
- */
- bool IsVertexParent()
- {
- if (m_parent_relation)
- {
- return m_parent_relation->IsVertexRelation();
- }
- return false;
- }
-
-
- /**
- * Return slow parent status.
- */
-
- bool IsSlowParent()
- {
- if (m_parent_relation)
- {
- return m_parent_relation->IsSlowRelation();
- }
- return false;
- }
-
-
-
-
- /**
- * Update the spatial data of this node. Iterate through
- * the children of this node and update their world data.
- */
-
- void
- UpdateWorldData(
- double time,
- bool parentUpdated=false
- );
-
- /**
- * Update the simulation time of this node. Iterate through
- * the children nodes and update their simulated time.
- */
-
- void
- SetSimulatedTime(
- double time,
- bool recurse
- );
-
- /**
- * Schedule this node for update by placing it in head queue
- */
- bool Schedule(SG_QList& head)
- {
- // Put top parent in front of list to make sure they are updated before their
- // children => the children will be udpated and removed from the list before
- // we get to them, should they be in the list too.
- return (m_SGparent)?head.AddBack(this):head.AddFront(this);
- }
-
- /**
- * Used during Scenegraph update
- */
- static SG_Node* GetNextScheduled(SG_QList& head)
- {
- return static_cast<SG_Node*>(head.Remove());
- }
-
- /**
- * Make this node ready for schedule on next update. This is needed for nodes
- * that must always be updated (slow parent, bone parent)
- */
- bool Reschedule(SG_QList& head)
- {
- return head.QAddBack(this);
- }
-
- /**
- * Used during Scenegraph update
- */
- static SG_Node* GetNextRescheduled(SG_QList& head)
- {
- return static_cast<SG_Node*>(head.QRemove());
- }
-
- /**
- * Node replication functions.
- */
-
- SG_Node*
- GetSGReplica(
- );
-
- void
- Destruct(
- );
-
-private:
-
- void
- ProcessSGReplica(
- SG_Node** replica
- );
-
- /**
- * The list of children of this node.
- */
- NodeList m_children;
-
- /**
- * The parent of this node may be NULL
- */
- SG_Node* m_SGparent;
-
-
-#ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:SG_Node")
-#endif
-};
-
-#endif /* __SG_NODE_H__ */