open_toontown_panda3d/panda/src/pgraph/nodePathComponent.cxx

178 lines
6.1 KiB
C++

// Filename: nodePathComponent.cxx
// Created by: drose (25Feb02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, 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://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "nodePathComponent.h"
// We start the key counters off at 1, since 0 is reserved for an
// empty NodePath (and also for an unassigned key).
int NodePathComponent::_next_key = 1;
TypeHandle NodePathComponent::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: NodePathComponent::CData::make_copy
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
CycleData *NodePathComponent::CData::
make_copy() const {
return new CData(*this);
}
////////////////////////////////////////////////////////////////////
// Function: NodePathComponent::get_key
// Access: Public
// Description: Returns an index number that is guaranteed to be
// unique for this particular NodePathComponent, and not
// to be reused for the lifetime of the application
// (barring integer overflow).
////////////////////////////////////////////////////////////////////
int NodePathComponent::
get_key() const {
if (_key == 0) {
// The first time someone asks for a particular component's key,
// we make it up on the spot. This helps keep us from wasting
// index numbers generating a unique number for *every* component
// in the world (we only have 4.2 billion 32-bit integers, after
// all)
((NodePathComponent *)this)->_key = _next_key++;
}
return _key;
}
////////////////////////////////////////////////////////////////////
// Function: NodePathComponent::is_top_node
// Access: Public
// Description: Returns true if this component represents the top
// node in the path.
////////////////////////////////////////////////////////////////////
bool NodePathComponent::
is_top_node() const {
CDReader cdata(_cycler);
return (cdata->_next == (NodePathComponent *)NULL);
}
////////////////////////////////////////////////////////////////////
// Function: NodePathComponent::get_length
// Access: Public
// Description: Returns the length of the path to this node.
////////////////////////////////////////////////////////////////////
int NodePathComponent::
get_length() const {
CDReader cdata(_cycler);
return cdata->_length;
}
////////////////////////////////////////////////////////////////////
// Function: NodePathComponent::get_next
// Access: Public
// Description: Returns the next component in the path.
////////////////////////////////////////////////////////////////////
NodePathComponent *NodePathComponent::
get_next() const {
CDReader cdata(_cycler);
NodePathComponent *next = cdata->_next;
return next;
}
////////////////////////////////////////////////////////////////////
// Function: NodePathComponent::fix_length
// Access: Public
// Description: Checks that the length indicated by the component is
// one more than the length of its predecessor. If this
// is broken, fixes it and returns true indicating the
// component has been changed; otherwise, returns false.
////////////////////////////////////////////////////////////////////
bool NodePathComponent::
fix_length() {
int length_should_be = 1;
if (!is_top_node()) {
length_should_be = get_next()->get_length() + 1;
}
if (get_length() == length_should_be) {
return false;
}
CDWriter cdata(_cycler);
cdata->_length = length_should_be;
return true;
}
////////////////////////////////////////////////////////////////////
// Function: NodePathComponent::output
// Access: Public
// Description: The recursive implementation of NodePath::output(),
// this writes the names of each node component in order
// from beginning to end, by first walking to the end of
// the linked list and then outputting from there.
////////////////////////////////////////////////////////////////////
void NodePathComponent::
output(ostream &out) const {
PandaNode *node = this->get_node();
NodePathComponent *next = this->get_next();
if (next != (NodePathComponent *)NULL) {
// This is not the head of the list; keep going up.
next->output(out);
out << "/";
PandaNode *parent_node = next->get_node();
if (parent_node->find_stashed(node) >= 0) {
// The node is stashed.
out << "@@";
} else if (node->find_parent(parent_node) < 0) {
// Oops, there's an error. This shouldn't happen.
out << ".../";
}
}
// Now output this component.
if (node->has_name()) {
out << node->get_name();
} else {
out << "-" << node->get_type();
}
// out << "[" << this->get_length() << "]";
}
////////////////////////////////////////////////////////////////////
// Function: NodePathComponent::set_next
// Access: Private
// Description: Sets the next pointer in the path.
////////////////////////////////////////////////////////////////////
void NodePathComponent::
set_next(NodePathComponent *next) {
nassertv(next != (NodePathComponent *)NULL);
CDWriter cdata(_cycler);
cdata->_next = next;
}
////////////////////////////////////////////////////////////////////
// Function: NodePathComponent::set_top_node
// Access: Private
// Description: Severs any connection to the next pointer in the
// path and makes this component a top node.
////////////////////////////////////////////////////////////////////
void NodePathComponent::
set_top_node() {
CDWriter cdata(_cycler);
cdata->_next = (NodePathComponent *)NULL;
}