open_toontown_panda3d/panda/src/pgraph/cullableObject.I

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// Filename: cullableObject.I
// Created by: drose (04Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: CullableObject::Constructor
// Access: Public
// Description: Creates an empty CullableObject whose pointers can be
// filled in later.
////////////////////////////////////////////////////////////////////
INLINE CullableObject::
CullableObject(CullableObject *next) :
_next(next)
{
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::Constructor
// Access: Public
// Description: Creates a CullableObject based on the ith Geom from
// the indicated GeomNode, with the render state from
// the indicated CullTraverserData.
////////////////////////////////////////////////////////////////////
INLINE CullableObject::
CullableObject(const CullTraverserData &data,
GeomNode *geom_node, int i,
CullableObject *next) :
_geom(geom_node->get_geom(i)),
_state(data._state->compose(geom_node->get_geom_state(i))),
_transform(data._render_transform),
_next(next)
{
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::Constructor
// Access: Public
// Description: Creates a CullableObject based the indicated geom,
// with the indicated render state and transform.
////////////////////////////////////////////////////////////////////
INLINE CullableObject::
CullableObject(Geom *geom, const RenderState *state,
const TransformState *transform,
CullableObject *next) :
_geom(geom),
_state(state),
_transform(transform),
_next(next)
{
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::Copy Constructor
// Access: Public
// Description: Copies the CullableObject, but does not copy its
// children (decals).
////////////////////////////////////////////////////////////////////
INLINE CullableObject::
CullableObject(const CullableObject &copy) :
_geom(copy._geom),
_state(copy._state),
_transform(copy._transform),
_next((CullableObject *)NULL)
{
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::Copy Assignment Operator
// Access: Public
// Description: Copies the CullableObject, but does not copy its
// children (decals).
////////////////////////////////////////////////////////////////////
INLINE void CullableObject::
operator = (const CullableObject &copy) {
_geom = copy._geom;
_state = copy._state;
_transform = copy._transform;
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::has_decals
// Access: Public
// Description: Returns true if the object has one or more decals
// placed on it, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool CullableObject::
has_decals() const {
return (_next != (CullableObject *)NULL);
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::operator new
// Access: Public
// Description: Allocates the memory for a new CullableObject. This
// is specialized here to provide for fast allocation of
// these things (since we may create and destroy
// thousands of these each frame).
////////////////////////////////////////////////////////////////////
INLINE void *CullableObject::
operator new(size_t size) {
if (_deleted_chain != (CullableObject *)NULL) {
CullableObject *obj = _deleted_chain;
_deleted_chain = _deleted_chain->_next;
return obj;
}
#ifndef NDEBUG
_num_ever_allocated++;
#endif // NDEBUG
return ::operator new(size);
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::operator delete
// Access: Public
// Description: Frees the memory for a deleted CullableObject. This
// is specialized here to provide for fast allocation of
// these things (since we may create and destroy
// thousands of these each frame).
////////////////////////////////////////////////////////////////////
INLINE void CullableObject::
operator delete(void *ptr) {
CullableObject *obj = (CullableObject *)ptr;
obj->_next = _deleted_chain;
_deleted_chain = obj;
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::get_num_ever_allocated
// Access: Published, Static
// Description: Returns the number of CullableObject pointers ever
// simultaneously allocated; these are now either in
// active use or have been recycled into the deleted
// CullableObject pool to be used again.
////////////////////////////////////////////////////////////////////
INLINE int CullableObject::
get_num_ever_allocated() {
return _num_ever_allocated;
}