open_toontown_panda3d/panda/src/pgraph/workingNodePath.h

85 lines
2.9 KiB
C++

// Filename: workingNodePath.h
// Created by: drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// 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 .
//
////////////////////////////////////////////////////////////////////
#ifndef WORKINGNODEPATH_H
#define WORKINGNODEPATH_H
#include "pandabase.h"
#include "nodePath.h"
#include "nodePathComponent.h"
////////////////////////////////////////////////////////////////////
// Class : WorkingNodePath
// Description : This is a class designed to support low-overhead
// traversals of the complete scene graph, with a memory
// of the complete path through the graph at any given
// point.
//
// You could just use a regular NodePath to do this, but
// since the NodePath requires storing
// NodePathComponents on each node as it is constructed,
// and then removing them when it destructs, there is
// considerable overhead in that approach.
//
// The WorkingNodePath eliminates this overhead (but
// does not guarantee consistency if the scene graph
// changes while the path is held).
//
// At any given point, you may ask the WorkingNodePath
// for its actual NodePath, and it will construct and
// return a new NodePath representing the complete
// generated chain.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA WorkingNodePath {
public:
INLINE WorkingNodePath(const NodePath &start);
INLINE WorkingNodePath(const WorkingNodePath &copy);
INLINE WorkingNodePath(const WorkingNodePath &parent, PandaNode *child);
INLINE ~WorkingNodePath();
INLINE void operator = (const WorkingNodePath &copy);
bool is_valid() const;
INLINE NodePath get_node_path() const;
INLINE PandaNode *node() const;
int get_num_nodes() const;
PandaNode *get_node(int index) const;
void output(ostream &out) const;
private:
PT(NodePathComponent) r_get_node_path() const;
// Either one or the other of these pointers will be filled in, but
// never both. We maintain a linked list of WorkingNodePath
// objects, with a NodePathComponent at the head of the list.
const WorkingNodePath *_next;
PT(NodePathComponent) _start;
PandaNode *_node;
};
INLINE ostream &operator << (ostream &out, const WorkingNodePath &node_path);
#include "workingNodePath.I"
#endif