103 lines
3.9 KiB
C++
103 lines
3.9 KiB
C++
/*
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EXPLICITPLACEMENT.hpp - special Placement yielding an absolute location (Time,Output) for a MObject
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Copyright (C) Lumiera.org
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2008, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program 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 this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/** @file explicitplacement.hpp
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** Core abstraction: completely resolved placement of an MObject
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** Within the session model, all media objects are attached with the help
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** of mobject::Placement elements. These are the "glue" to stitch the model
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** together. However, placements are typically only defined in parts, and what
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** is left out in the definition is assumed to be _"obvious from the context"._
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**
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** The core operation within Proc-Layer is the Builder run, which walks the Session model
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** to resolve and fill in all the contextual information. The result is a completely resolved
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** Placement for each actually visible and relevant entity. Such is represented as ExplicitPlacement.
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** These are arranged into the backbone structure, the Fixture, and the actual render node network
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** necessary to _render_ those contents is attached below.
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*/
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#ifndef PROC_MOBJECT_EXPLICITPLACEMENT_H
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#define PROC_MOBJECT_EXPLICITPLACEMENT_H
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#include "proc/mobject/placement.hpp"
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namespace proc {
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namespace mobject {
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/**
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* Special kind of Placement, where the location of the
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* MObject has been nailed down to a fixed position.
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* The Session maintains a special list of Placements,
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* which actually is a snapshot of all Session contents fixed
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* and reduced to simple positions. This so called Fixture
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* contains only ExplicitPlacement objects and is processed
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* by the Builder to create the render engine node network.
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*
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* @see Placement#resolve factory method for deriving an ExplicitPlacement
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*/
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class ExplicitPlacement : public Placement<MObject>
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{
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public:
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const Time time;
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const Pipe pipe;
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typedef std::pair<Time,Pipe> SolutionData; //TODO (ichthyo considers better passing of solution by subclass)
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/** no need to resolve any further, as this ExplicitPlacement
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* already \e is the result of a resolve()-call.
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* //////////////////////TICKET #439
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*/
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virtual
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ExplicitPlacement resolve () const
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{
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return *this;
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}
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protected:
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/* @todo ichthyo considers a much more elegant implementation utilising a subclass
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* of FixedLocation, which would serve as Placement::LocatingSolution, and
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* would be used as LocatingPin::chain subobject as well, so that it could
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* be initialised directly here in the ExplicitPlacement ctor.
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* (ichthyo: see Trac #100)
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*/
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ExplicitPlacement (const Placement<MObject>& base, const SolutionData found)
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: Placement<MObject>(base),
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time(found.first), pipe(found.second)
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{ };
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friend ExplicitPlacement Placement<MObject>::resolve () const;
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private:
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/** copying prohibited, ExplicitPlacement is effectively const! */
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ExplicitPlacement& operator= (const ExplicitPlacement&);
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};
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}} // namespace proc::mobject
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#endif /*PROC_MOBJECT_EXPLICITPLACEMENT_H*/
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