1 /** 2 * The Render Engine 3 * AbstractSpatialNode 4 * 5 * @fileoverview Abstract node class within a broad-phase collision model. 6 * 7 * @author: Brett Fattori (brettf@renderengine.com) 8 * 9 * @author: $Author: bfattori $ 10 * @version: $Revision: 1555 $ 11 * 12 * Copyright (c) 2011 Brett Fattori (brettf@renderengine.com) 13 * 14 * Permission is hereby granted, free of charge, to any person obtaining a copy 15 * of this software and associated documentation files (the "Software"), to deal 16 * in the Software without restriction, including without limitation the rights 17 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 18 * copies of the Software, and to permit persons to whom the Software is 19 * furnished to do so, subject to the following conditions: 20 * 21 * The above copyright notice and this permission notice shall be included in 22 * all copies or substantial portions of the Software. 23 * 24 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 25 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 26 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 27 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 28 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 29 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 30 * THE SOFTWARE. 31 * 32 */ 33 34 // The class this file defines and its required classes 35 R.Engine.define({ 36 "class":"R.collision.broadphase.AbstractCollisionNode", 37 "requires":[ 38 "R.struct.Container" 39 ] 40 }); 41 42 /** 43 * @class A node within a broad-phase collision model which contains a list of 44 * game objects within it. 45 * 46 * @constructor 47 * @description Abstract class from which broad-phase collision model nodes are derived 48 */ 49 R.collision.broadphase.AbstractCollisionNode = function () { 50 "use strict"; 51 return Base.extend(/** @scope R.collision.broadphase.AbstractCollisionNode.prototype */{ 52 53 idx:0, 54 objects:null, 55 dirty:null, 56 57 /** @private */ 58 constructor:function () { 59 this.idx = R.collision.broadphase.AbstractCollisionNode.NODE_INDEX++; 60 this.objects = R.struct.Container.create(); 61 this.dirty = true; 62 }, 63 64 /** 65 * Get the unique index of this node. 66 * @return {Number} The index of this node 67 */ 68 getIndex:function () { 69 return this.idx; 70 }, 71 72 /** 73 * Returns <code>true</code> if the node is dirty (has been modified) 74 * @return {Boolean} 75 */ 76 isDirty:function () { 77 return this.dirty; 78 }, 79 80 /** 81 * Clear the dirty flag after the node has been processed. 82 */ 83 clearDirty:function () { 84 this.dirty = false; 85 }, 86 87 /** 88 * Get a Container which is all objects within this node. 89 * @return {R.struct.Container} Objects in the node 90 */ 91 getObjects:function () { 92 return this.objects; 93 }, 94 95 /** 96 * Get the count of objects within the node. 97 * @return {Number} 98 */ 99 getCount:function () { 100 return this.objects.size(); 101 }, 102 103 /** 104 * Add an object to this node. 105 * 106 * @param obj {R.engine.BaseObject} The object to add to this node. 107 */ 108 addObject:function (obj) { 109 this.objects.add(obj); 110 this.dirty = true; 111 }, 112 113 /** 114 * Remove an object from this node 115 * 116 * @param obj {R.object.BaseObject} The object to remove from this node 117 */ 118 removeObject:function (obj) { 119 this.objects.remove(obj); 120 this.dirty = true; 121 }, 122 123 /** 124 * Returns true if the spatial node contains the point specified. 125 * @param point {R.math.Point2D} The point to check 126 * @return {Boolean} 127 */ 128 contains:function (point) { 129 return false; 130 } 131 132 }, /** @scope R.collision.broadphase.AbstractCollisionNode.prototype */ { 133 134 /** 135 * Get the class name of this object 136 * 137 * @return {String} "R.collision.broadphase.AbstractCollisionNode" 138 */ 139 getClassName:function () { 140 return "R.collision.broadphase.AbstractCollisionNode"; 141 }, 142 143 /** @private */ 144 resolved:function () { 145 R.collision.broadphase.AbstractCollisionNode.NODE_INDEX = 1; 146 }, 147 148 /** @private */ 149 NODE_INDEX:null 150 }); 151 }