
org.cogchar.render.goody.dynamic.DynamicGoody Maven / Gradle / Ivy
/*
* Copyright 2013 by The Friendularity Project (www.friendularity.org).
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.cogchar.render.goody.dynamic;
import com.jme3.scene.Node;
import org.appdapter.core.log.BasicDebugger;
import org.cogchar.render.sys.registry.RenderRegistryClient;
/**
*
* @author Stu B.
*
* Manages a single DynaGoody that is part of some space. (For now, we assume there is just one space that any
* DynaGoody is involved in)
* A DynaGoody has a presence in all three of:
* 1) Semantic Space: a GoodySpec, which may be edited by user, either offline or while we are running
* -- Does every DynaGoody necessarily have a concrete spec record of its own?
* Or might some of these specs be implicit?
*
* 2) Math Space : a set of parameters changing over time, related by functions, as defined by specs
* -- which might be shared among some DynaGoodies, and/or attached to another clump of objects on which the
* DynaGoodies rely.
*
* 3) V-World OpenGL Space: rendered 3D display for user
*
* DynamicGoody is a base-class
*
* A DynaGoody has an immutable index, representing its allocation-position within its space.
* A DynaGoody does not change its index or its space.
* (But what about its spec or its subclass? Can those change?)
* The first DynaGoody in a space is at index 1 (not 0).
*
* This idea is related to Cells found in org.cogchar.api.space, but here we are
* more concretely committed to the idea of each DynaGoody having an object representation,
* and being updated as part of the VWorld update loop.
*/
public class DynamicGoody extends BasicDebugger {
// This goody exists "within" myDGSpace, "at" index myGoodyIndex.
private DynamicGoodyParent myParent;
private Integer myGoodyIndex;
// This OpenGL node is always a child of the Node held in myDGSpace.
private Node myDisplayNode;
public DynamicGoody(int index) {
myGoodyIndex = index;
}
public void setParent(DynamicGoodyParent dgParent) {
myParent = dgParent;
}
protected void ensureAttachedToParentNode_onRendThrd() {
Node childDNode = getDisplayNode();
DynamicGoodyParent dgParent = getParent();
if (dgParent != null) {
Node parentDNode = dgParent.getDisplayNode();
if ((parentDNode != null ) && (childDNode != null)) {
if(!parentDNode.hasChild(childDNode)) {
getLogger().debug("Attaching childDNode {} to parentDNode {}", childDNode, parentDNode);
parentDNode.attachChild(childDNode);
}
}
}
}
public String getUniqueName() {
String parentName = myParent.getUniqueName();
return parentName + "_" + myGoodyIndex;
}
protected DynamicGoodyParent getParent() {
return myParent;
}
protected Integer getIndex() {
return myGoodyIndex;
}
public Node getDisplayNode() {
if (myDisplayNode == null) {
if (myParent != null) {
// The parent is used in constructing our uniqueName
myDisplayNode = new Node(getUniqueName());
} else {
getLogger().warn("getDisplayNode() cannot make node yet, because no parent is attached");
}
}
return myDisplayNode;
}
// This is the crucial entry point. Default does nothing. Override to update your goody display,
// but don't hog the OpenGL thread, or you will make the display stutter.
public void doFastVWorldUpdate_onRendThrd(RenderRegistryClient rrc) {
}
public void detachAndDispose_onRendThrd() {
// Clean up called when we are resized out of existence.
getLogger().debug("Detach and dispose called for goody at index {}", getIndex());
Node displayNode = getDisplayNode();
if (displayNode != null) {
Node parentNode = displayNode.getParent();
if (parentNode != null) {
parentNode.detachChild(displayNode);
}
}
}
}
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