Panda3D
Public Member Functions

WorkingNodePath Class Reference

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. More...

#include "workingNodePath.h"

List of all members.

Public Member Functions

 WorkingNodePath (const NodePath &start)
 Creates a WorkingNodePath that is the same as the indicated NodePath.
 WorkingNodePath (const WorkingNodePath &copy)
 WorkingNodePath (const WorkingNodePath &parent, PandaNode *child)
 Creates a WorkingNodePath that is the same as the indicated WorkingNodePath, plus one node.
PandaNodeget_node (int index) const
 Returns the nth node of the path, where 0 is the referenced (bottom) node and get_num_nodes() - 1 is the top node.
NodePath get_node_path () const
 Constructs and returns an actual NodePath that represents the same path we have just traversed.
int get_num_nodes () const
 Returns the number of nodes in the path from the root to the current node.
bool is_valid () const
 Returns true if the WorkingNodePath object appears to be a valid NodePath reference, false otherwise.
PandaNodenode () const
 Returns the node traversed to so far.
void operator= (const WorkingNodePath &copy)
void output (ostream &out) const

Detailed 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.

Definition at line 45 of file workingNodePath.h.


Constructor & Destructor Documentation

WorkingNodePath::WorkingNodePath ( const NodePath start) [inline]

Creates a WorkingNodePath that is the same as the indicated NodePath.

This is generally used to begin the traversal of a scene graph with the root NodePath.

Definition at line 25 of file workingNodePath.I.

References NodePath::is_empty(), and NodePath::node().

WorkingNodePath::WorkingNodePath ( const WorkingNodePath parent,
PandaNode child 
) [inline]

Creates a WorkingNodePath that is the same as the indicated WorkingNodePath, plus one node.

This is generally used to continue the traversal to the next node.

Definition at line 56 of file workingNodePath.I.


Member Function Documentation

PandaNode * WorkingNodePath::get_node ( int  index) const

Returns the nth node of the path, where 0 is the referenced (bottom) node and get_num_nodes() - 1 is the top node.

This requires iterating through the path.

Definition at line 67 of file workingNodePath.cxx.

References get_node(), NodePath::get_node(), and get_node_path().

Referenced by get_node().

NodePath WorkingNodePath::get_node_path ( ) const [inline]
int WorkingNodePath::get_num_nodes ( ) const

Returns the number of nodes in the path from the root to the current node.

Since a WorkingNodePath always consists of, at minimum, a nonempty parent NodePath and one child node, this method will always return at least 2.

Definition at line 48 of file workingNodePath.cxx.

References Thread::get_current_thread(), get_num_nodes(), and Thread::get_pipeline_stage().

Referenced by get_num_nodes().

bool WorkingNodePath::is_valid ( ) const

Returns true if the WorkingNodePath object appears to be a valid NodePath reference, false otherwise.

Definition at line 25 of file workingNodePath.cxx.

References is_valid().

Referenced by FindApproxLevelEntry::FindApproxLevelEntry(), and is_valid().

PandaNode * WorkingNodePath::node ( ) const [inline]

The documentation for this class was generated from the following files:
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