mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 05:01:25 +00:00
414 lines
7.7 KiB
C++
414 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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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if( parent == &node )
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{
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return true;
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}
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else if( parent )
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{
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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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{
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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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{
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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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{
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idHierarchy<type>* prev;
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if( parent )
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{
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prev = GetPriorSiblingNode();
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if( prev )
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{
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prev->sibling = sibling;
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}
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else
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{
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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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{
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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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{
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while( child )
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{
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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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}
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else
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{
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while( child )
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{
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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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{
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if( parent )
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{
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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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{
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if( child )
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{
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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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{
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if( sibling )
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{
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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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{
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if( !parent || ( parent->child == this ) )
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{
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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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{
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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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{
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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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{
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idHierarchy<type>* prior;
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prior = GetPriorSiblingNode();
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if( prior )
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{
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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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{
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const idHierarchy<type>* node;
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if( child )
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{
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return child->owner;
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}
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else
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{
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node = this;
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while( node && node->sibling == NULL )
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{
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node = node->parent;
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}
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if( node )
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{
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return node->sibling->owner;
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}
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else
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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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/*
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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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{
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const idHierarchy<type>* node;
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if( child )
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{
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node = child;
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while( node->child )
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{
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node = node->child;
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}
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return node->owner;
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}
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else
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{
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node = this;
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while( node && node->sibling == NULL )
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{
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node = node->parent;
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}
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if( node )
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{
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node = node->sibling;
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while( node->child )
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{
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node = node->child;
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}
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return node->owner;
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}
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else
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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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#endif /* !__HIERARCHY_H__ */
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