Alright, here is the idea.
A child of a parent node needs a combined matrix from the parent node.
A child of a parent node, can also be a parent node.
A parent node, doesn't have anything before it, so it has to create the combined matrix
A child node needs a combined matrix from a parent node, to create a new combined matrix
PROBLEM: The overridden virtual update function needs to take a local matrix, which is combined with the parents combined matrix, to make a new combined matrix. Problem lies within the fact that we now need to send this combined matrix to the child, via the update function, I can't do that! :\.
CODE:
Scene Node base class.
Geometry Node SubclassCode:class CSceneNode { public: CSceneNode() { } virtual ~CSceneNode() { Destroy(); } void Release() { delete this; } virtual void Update() { for( std::list<CSceneNode*>::iterator i = m_lstChildren.begin(); i != m_lstChildren.end(); i++ ) { (*i)->Update(); } } void Destroy() { for( std::list<CSceneNode*>::iterator i = m_lstChildren.begin(); i != m_lstChildren.end(); i++ ) (*i)->Release(); m_lstChildren.clear(); } void AddChild( CSceneNode* pNode ) { m_lstChildren.push_back(pNode); } protected: // list of children std::list<CSceneNode*> m_lstChildren; };
Somehow I need to give all children access to the parent node's combine matrix.Code:class CGeometryNode : public CSceneNode { public: CGeometryNode(boost::weak_ptr<MS3DModel> Resource_Observer, float m[4][4]) { Resource_Observer = Geometry; for( int i = 0; i < 4; i++ ) for( int j = 0; j < 4; j++ ) LocalMatrix[i][j] = m[i][j]; } ~CGeometryNode() { } void Update(float LocalMatrix[4][4]) { // create combined matrix // Draw Geometry Here! CSceneNode::Update(); // need to send a new combined matrix to children to work with!!! } private: float LocalMatrix[4][4]; float CombinedMatrix[4][4]; boost::weak_ptr<MS3DModel> Geometry; };
Probably more of a design issue...



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