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00043 #include "OSGNewActionBase.h"
00044
00045 OSG_BEGIN_NAMESPACE
00046
00047
00048
00049
00050
00054 inline
00055 ActorBase::ActorBaseState::ActorBaseState(void)
00056 {
00057 }
00058
00062 inline
00063 ActorBase::ActorBaseState::ActorBaseState(const ActorBaseState &source)
00064 {
00065 }
00066
00067
00068
00069
00070
00074 inline bool
00075 ActorBase::getEnterNodeFlag(void) const
00076 {
00077 return _enterNodeFlag;
00078 }
00079
00083 inline bool
00084 ActorBase::getLeaveNodeFlag(void) const
00085 {
00086 return _leaveNodeFlag;
00087 }
00088
00094 inline void
00095 ActorBase::setEnterNodeFlag(bool enter)
00096 {
00097 _enterNodeFlag = enter;
00098 }
00099
00105 inline void
00106 ActorBase::setLeaveNodeFlag(bool leave)
00107 {
00108 _leaveNodeFlag = leave;
00109 }
00110
00111
00112
00113
00114
00115 inline const NewActionBase *
00116 ActorBase::getAction(void) const
00117 {
00118 return _pAction;
00119 }
00120
00121 inline NewActionBase *
00122 ActorBase::getAction(void)
00123 {
00124 return _pAction;
00125 }
00126
00127 inline UInt32
00128 ActorBase::getActorId(void) const
00129 {
00130 return _actorId;
00131 }
00132
00133
00134
00135
00136
00140 inline bool
00141 ActorBase::getChildrenListEnabled(void) const
00142 {
00143 return _pAction->getChildrenListEnabled();
00144 }
00145
00149 inline void
00150 ActorBase::setChildrenListEnabled(bool enabled)
00151 {
00152 _pAction->setChildrenListEnabled(enabled);
00153 }
00154
00158 inline NodePtr
00159 ActorBase::getNode(void) const
00160 {
00161 return _pAction->getChildrenList().getParentNode();
00162 }
00163
00167 inline UInt32
00168 ActorBase::getNumChildren(void) const
00169 {
00170 return _pAction->getChildrenList().getSize();
00171 }
00172
00177 inline NodePtr
00178 ActorBase::getChild(UInt32 childIndex) const
00179 {
00180 return _pAction->getChildrenList().getChild(childIndex);
00181 }
00182
00190 inline bool
00191 ActorBase::getChildActive(UInt32 childIndex) const
00192 {
00193 return _pAction->getChildrenList().getActive(childIndex);
00194 }
00195
00202 inline void
00203 ActorBase::setChildActive(UInt32 childIndex, bool active)
00204 {
00205 _pAction->getChildrenList().setActive(childIndex, active);
00206 }
00207
00214 inline ActorBase::PriorityType
00215 ActorBase::getChildPriority(UInt32 childIndex) const
00216 {
00217 return _pAction->getChildrenList().getPriority(childIndex);
00218 }
00219
00226 inline void
00227 ActorBase::setChildPriority(UInt32 childIndex, PriorityType prio)
00228 {
00229 _pAction->getChildrenList().setPriority(childIndex, prio);
00230 }
00231
00232
00233
00234
00235
00239 inline UInt32
00240 ActorBase::getNumExtraChildren(void) const
00241 {
00242 return _pAction->getExtraChildrenList().getSize();
00243 }
00244
00249 inline NodePtr
00250 ActorBase::getExtraChild(UInt32 childIndex) const
00251 {
00252 return _pAction->getExtraChildrenList().getChild(childIndex);
00253 }
00254
00260 inline bool
00261 ActorBase::getExtraChildActive(UInt32 childIndex) const
00262 {
00263 return _pAction->getExtraChildrenList().getActive(childIndex);
00264 }
00265
00270 inline void
00271 ActorBase::setExtraChildActive(UInt32 childIndex, bool active)
00272 {
00273 _pAction->getExtraChildrenList().setActive(childIndex, active);
00274 }
00275
00280 inline ActorBase::PriorityType
00281 ActorBase::getExtraChildPriority(UInt32 childIndex) const
00282 {
00283 return _pAction->getExtraChildrenList().getPriority(childIndex);
00284 }
00285
00290 inline void
00291 ActorBase::setExtraChildPriority(UInt32 childIndex, PriorityType prio)
00292 {
00293 _pAction->getExtraChildrenList().setPriority(childIndex, prio);
00294 }
00295
00296
00297
00298
00299
00304 inline UInt32
00305 ActorBase::getNumPasses(void) const
00306 {
00307 return _pAction->getNumPasses();
00308 }
00309
00310
00311
00312
00313
00325 inline void
00326 ActorBase::beginEditState(void)
00327 {
00328 _pAction->beginEditStateEvent(this, _actorId);
00329 }
00330
00340 inline void
00341 ActorBase::endEditState(void)
00342 {
00343 _pAction->endEditStateEvent(this, _actorId);
00344 }
00345
00349 inline const ActorBase::ActorBaseState *
00350 ActorBase::getState(void) const
00351 {
00352 return _pState;
00353 }
00354
00358 inline ActorBase::ActorBaseState *
00359 ActorBase::getState(void)
00360 {
00361 return _pState;
00362 }
00363
00367 inline void
00368 ActorBase::setState(ActorBaseState *pState)
00369 {
00370 _pState = pState;
00371 }
00372
00373 #ifdef OSG_NEWACTION_STATESLOTINTERFACE
00374
00378 inline const ActorBase::StateSlotMap &
00379 ActorBase::getSlotMap(void) const
00380 {
00381 return _stateSlotMap;
00382 }
00383
00387 inline ActorBase::StateSlotMap &
00388 ActorBase::getSlotMap(void)
00389 {
00390 return _stateSlotMap;
00391 }
00392
00393 #endif
00394
00395 OSG_END_NAMESPACE
00396
00397 #define OSGACTORBASE_INLINE_CVSID "@(#)$Id: OSGActorBase.inl,v 1.6 2004/09/17 14:09:42 neumannc Exp $"