00001 // Filename: workingNodePath.h 00002 // Created by: drose (16Mar02) 00003 // 00004 //////////////////////////////////////////////////////////////////// 00005 // 00006 // PANDA 3D SOFTWARE 00007 // Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved 00008 // 00009 // All use of this software is subject to the terms of the Panda 3d 00010 // Software license. You should have received a copy of this license 00011 // along with this source code; you will also find a current copy of 00012 // the license at http://www.panda3d.org/license.txt . 00013 // 00014 // To contact the maintainers of this program write to 00015 // panda3d@yahoogroups.com . 00016 // 00017 //////////////////////////////////////////////////////////////////// 00018 00019 #ifndef WORKINGNODEPATH_H 00020 #define WORKINGNODEPATH_H 00021 00022 #include "pandabase.h" 00023 00024 #include "nodePath.h" 00025 #include "nodePathComponent.h" 00026 00027 //////////////////////////////////////////////////////////////////// 00028 // Class : WorkingNodePath 00029 // Description : This is a class designed to support low-overhead 00030 // traversals of the complete scene graph, with a memory 00031 // of the complete path through the graph at any given 00032 // point. 00033 // 00034 // You could just use a regular NodePath to do this, but 00035 // since the NodePath requires storing 00036 // NodePathComponents on each node as it is constructed, 00037 // and then removing them when it destructs, there is 00038 // considerable overhead in that approach. 00039 // 00040 // The WorkingNodePath eliminates this overhead (but 00041 // does not guarantee consistency if the scene graph 00042 // changes while the path is held). 00043 // 00044 // At any given point, you may ask the WorkingNodePath 00045 // for its actual NodePath, and it will construct and 00046 // return a new NodePath representing the complete 00047 // generated chain. 00048 //////////////////////////////////////////////////////////////////// 00049 class EXPCL_PANDA WorkingNodePath { 00050 public: 00051 INLINE WorkingNodePath(const NodePath &start); 00052 INLINE WorkingNodePath(const WorkingNodePath ©); 00053 INLINE WorkingNodePath(const WorkingNodePath &parent, PandaNode *child); 00054 INLINE ~WorkingNodePath(); 00055 00056 INLINE void operator = (const WorkingNodePath ©); 00057 00058 bool is_valid() const; 00059 00060 INLINE NodePath get_node_path() const; 00061 INLINE PandaNode *node() const; 00062 00063 int get_num_nodes() const; 00064 PandaNode *get_node(int index) const; 00065 00066 void output(ostream &out) const; 00067 00068 private: 00069 PT(NodePathComponent) r_get_node_path() const; 00070 00071 // Either one or the other of these pointers will be filled in, but 00072 // never both. We maintain a linked list of WorkingNodePath 00073 // objects, with a NodePathComponent at the head of the list. 00074 const WorkingNodePath *_next; 00075 PT(NodePathComponent) _start; 00076 00077 PandaNode *_node; 00078 }; 00079 00080 INLINE ostream &operator << (ostream &out, const WorkingNodePath &node_path); 00081 00082 #include "workingNodePath.I" 00083 00084 #endif