historical/toontown-classic.git/panda/include/nodePathComponent.h
2024-01-16 11:20:27 -06:00

138 lines
4.1 KiB
C++

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