mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
362 lines
7.7 KiB
C++
362 lines
7.7 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __HIERARCHY_H__
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#define __HIERARCHY_H__
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/*
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==============================================================================
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idHierarchy
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==============================================================================
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*/
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template< class type >
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class idHierarchy {
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public:
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idHierarchy();
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~idHierarchy();
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void SetOwner( type *object );
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type * Owner() const;
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void ParentTo( idHierarchy &node );
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void MakeSiblingAfter( idHierarchy &node );
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bool ParentedBy( const idHierarchy &node ) const;
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void RemoveFromParent();
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void RemoveFromHierarchy();
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type * GetParent() const; // parent of this node
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type * GetChild() const; // first child of this node
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type * GetSibling() const; // next node with the same parent
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type * GetPriorSibling() const; // previous node with the same parent
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type * GetNext() const; // goes through all nodes of the hierarchy
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type * GetNextLeaf() const; // goes through all leaf nodes of the hierarchy
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private:
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idHierarchy * parent;
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idHierarchy * sibling;
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idHierarchy * child;
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type * owner;
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idHierarchy<type> *GetPriorSiblingNode() const; // previous node with the same parent
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};
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/*
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================
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idHierarchy<type>::idHierarchy
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================
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*/
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template< class type >
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idHierarchy<type>::idHierarchy() {
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owner = NULL;
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parent = NULL;
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sibling = NULL;
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child = NULL;
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}
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/*
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================
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idHierarchy<type>::~idHierarchy
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================
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*/
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template< class type >
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idHierarchy<type>::~idHierarchy() {
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RemoveFromHierarchy();
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}
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/*
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================
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idHierarchy<type>::Owner
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Gets the object that is associated with this node.
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================
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*/
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template< class type >
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type *idHierarchy<type>::Owner() const {
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return owner;
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}
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/*
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================
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idHierarchy<type>::SetOwner
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Sets the object that this node is associated with.
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================
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*/
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template< class type >
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void idHierarchy<type>::SetOwner( type *object ) {
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owner = object;
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}
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/*
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================
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idHierarchy<type>::ParentedBy
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================
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*/
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template< class type >
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bool idHierarchy<type>::ParentedBy( const idHierarchy &node ) const {
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if ( parent == &node ) {
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return true;
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} else if ( parent ) {
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return parent->ParentedBy( node );
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}
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return false;
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}
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/*
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================
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idHierarchy<type>::ParentTo
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Makes the given node the parent.
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================
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*/
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template< class type >
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void idHierarchy<type>::ParentTo( idHierarchy &node ) {
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RemoveFromParent();
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parent = &node;
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sibling = node.child;
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node.child = this;
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}
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/*
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================
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idHierarchy<type>::MakeSiblingAfter
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Makes the given node a sibling after the passed in node.
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================
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*/
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template< class type >
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void idHierarchy<type>::MakeSiblingAfter( idHierarchy &node ) {
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RemoveFromParent();
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parent = node.parent;
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sibling = node.sibling;
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node.sibling = this;
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}
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/*
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================
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idHierarchy<type>::RemoveFromParent
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================
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*/
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template< class type >
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void idHierarchy<type>::RemoveFromParent() {
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idHierarchy<type> *prev;
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if ( parent ) {
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prev = GetPriorSiblingNode();
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if ( prev ) {
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prev->sibling = sibling;
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} else {
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parent->child = sibling;
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}
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}
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parent = NULL;
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sibling = NULL;
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}
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/*
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================
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idHierarchy<type>::RemoveFromHierarchy
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Removes the node from the hierarchy and adds it's children to the parent.
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================
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*/
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template< class type >
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void idHierarchy<type>::RemoveFromHierarchy() {
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idHierarchy<type> *parentNode;
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idHierarchy<type> *node;
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parentNode = parent;
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RemoveFromParent();
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if ( parentNode ) {
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while( child ) {
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node = child;
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node->RemoveFromParent();
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node->ParentTo( *parentNode );
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}
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} else {
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while( child ) {
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child->RemoveFromParent();
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}
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}
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}
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/*
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================
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idHierarchy<type>::GetParent
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================
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*/
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template< class type >
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type *idHierarchy<type>::GetParent() const {
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if ( parent ) {
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return parent->owner;
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}
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return NULL;
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}
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/*
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================
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idHierarchy<type>::GetChild
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================
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*/
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template< class type >
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type *idHierarchy<type>::GetChild() const {
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if ( child ) {
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return child->owner;
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}
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return NULL;
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}
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/*
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================
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idHierarchy<type>::GetSibling
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================
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*/
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template< class type >
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type *idHierarchy<type>::GetSibling() const {
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if ( sibling ) {
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return sibling->owner;
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}
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return NULL;
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}
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/*
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================
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idHierarchy<type>::GetPriorSiblingNode
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Returns NULL if no parent, or if it is the first child.
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================
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*/
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template< class type >
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idHierarchy<type> *idHierarchy<type>::GetPriorSiblingNode() const {
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if ( !parent || ( parent->child == this ) ) {
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return NULL;
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}
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idHierarchy<type> *prev;
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idHierarchy<type> *node;
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node = parent->child;
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prev = NULL;
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while( ( node != this ) && ( node != NULL ) ) {
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prev = node;
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node = node->sibling;
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}
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if ( node != this ) {
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idLib::Error( "idHierarchy::GetPriorSibling: could not find node in parent's list of children" );
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}
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return prev;
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}
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/*
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================
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idHierarchy<type>::GetPriorSibling
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Returns NULL if no parent, or if it is the first child.
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================
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*/
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template< class type >
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type *idHierarchy<type>::GetPriorSibling() const {
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idHierarchy<type> *prior;
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prior = GetPriorSiblingNode();
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if ( prior ) {
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return prior->owner;
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}
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return NULL;
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}
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/*
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================
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idHierarchy<type>::GetNext
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Goes through all nodes of the hierarchy.
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================
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*/
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template< class type >
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type *idHierarchy<type>::GetNext() const {
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const idHierarchy<type> *node;
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if ( child ) {
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return child->owner;
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} else {
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node = this;
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while( node && node->sibling == NULL ) {
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node = node->parent;
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}
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if ( node ) {
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return node->sibling->owner;
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} else {
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return NULL;
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}
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}
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}
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/*
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================
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idHierarchy<type>::GetNextLeaf
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Goes through all leaf nodes of the hierarchy.
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================
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*/
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template< class type >
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type *idHierarchy<type>::GetNextLeaf() const {
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const idHierarchy<type> *node;
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if ( child ) {
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node = child;
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while ( node->child ) {
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node = node->child;
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}
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return node->owner;
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} else {
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node = this;
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while( node && node->sibling == NULL ) {
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node = node->parent;
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}
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if ( node ) {
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node = node->sibling;
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while ( node->child ) {
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node = node->child;
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}
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return node->owner;
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} else {
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return NULL;
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}
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}
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}
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#endif /* !__HIERARCHY_H__ */
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