139 lines
4.1 KiB
C
139 lines
4.1 KiB
C
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/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file nodePathComponent.h
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* @author drose
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* @date 2002-02-25
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*/
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#ifndef NODEPATHCOMPONENT_H
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#define NODEPATHCOMPONENT_H
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#include "pandabase.h"
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#include "pandaNode.h"
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#include "pointerTo.h"
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#include "referenceCount.h"
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#include "cycleData.h"
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#include "cycleDataReader.h"
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#include "cycleDataWriter.h"
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#include "cycleDataLockedStageReader.h"
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#include "cycleDataStageReader.h"
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#include "cycleDataStageWriter.h"
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#include "lightMutex.h"
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#include "deletedChain.h"
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/**
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* This is one component of a NodePath. These are stored on each PandaNode,
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* as many as one for each of the possible instances of the node (but they
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* only exist when they are requested, to minimize memory waste). A NodePath
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* represents a singly-linked list of these from an arbitrary component in the
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* graph to the root.
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*
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* This whole NodePath system is used to disambiguate instances in the scene
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* graph, and the NodePathComponents are stored in the nodes themselves to
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* allow the nodes to keep these up to date as the scene graph is manipulated.
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*/
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class EXPCL_PANDA_PGRAPH NodePathComponent final : public ReferenceCount {
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private:
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NodePathComponent(PandaNode *node, NodePathComponent *next,
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int pipeline_stage, Thread *current_thread);
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public:
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NodePathComponent(const NodePathComponent ©) = delete;
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INLINE ~NodePathComponent();
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ALLOC_DELETED_CHAIN(NodePathComponent);
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NodePathComponent &operator = (const NodePathComponent ©) = delete;
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INLINE PandaNode *get_node() const;
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INLINE bool has_key() const;
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int get_key() const;
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bool is_top_node(int pipeline_stage, Thread *current_thread) const;
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INLINE NodePathComponent *get_next(int pipeline_stage, Thread *current_thread) const;
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int get_length(int pipeline_stage, Thread *current_thread) const;
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bool fix_length(int pipeline_stage, Thread *current_thread);
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void output(std::ostream &out) const;
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private:
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void set_next(NodePathComponent *next, int pipeline_stage, Thread *current_thread);
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void set_top_node(int pipeline_stage, Thread *current_thread);
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// We don't have to cycle the _node and _key elements, since these are
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// permanent properties of this object. (Well, the _key is semi-permanent:
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// it becomes permanent after it has been set the first time.)
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PT(PandaNode) _node;
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int _key;
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// This is the data that must be cycled between pipeline stages.
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class EXPCL_PANDA_PGRAPH CData : public CycleData {
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public:
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INLINE CData();
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CData(const CData ©);
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ALLOC_DELETED_CHAIN(CData);
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virtual CycleData *make_copy() const;
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virtual TypeHandle get_parent_type() const {
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return NodePathComponent::get_class_type();
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}
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PT(NodePathComponent) _next;
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int _length;
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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register_type(_type_handle, "NodePathComponent::CData");
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}
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private:
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static TypeHandle _type_handle;
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};
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PipelineCycler<CData> _cycler;
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typedef CycleDataReader<CData> CDReader;
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typedef CycleDataWriter<CData> CDWriter;
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typedef CycleDataLockedStageReader<CData> CDLockedStageReader;
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typedef CycleDataStageReader<CData> CDStageReader;
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typedef CycleDataStageWriter<CData> CDStageWriter;
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static int _next_key;
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static LightMutex _key_lock;
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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ReferenceCount::init_type();
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register_type(_type_handle, "NodePathComponent",
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ReferenceCount::get_class_type());
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CData::init_type();
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}
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private:
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static TypeHandle _type_handle;
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friend class PandaNode;
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friend class NodePath;
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};
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// We can safely redefine this as a no-op.
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template<>
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INLINE void PointerToBase<NodePathComponent>::update_type(To *ptr) {}
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INLINE std::ostream &operator << (std::ostream &out, const NodePathComponent &comp);
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#include "nodePathComponent.I"
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#endif
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