46 #ifndef STEAM_MOBJECT_SESSION_LOCATINGPIN_H 47 #define STEAM_MOBJECT_SESSION_LOCATINGPIN_H 60 namespace asset {
class Pipe; }
81 class RelativeLocation;
105 typedef std::pair<Time,Pipe> SolutionData;
109 std::unique_ptr<LocatingPin>
next_;
119 const SolutionData
resolve ()
const;
120 bool isOverdetermined ()
const;
158 : minTime(Time::MIN),
169 bool is_impossible ();
170 bool still_to_solve ();
185 return pin1.resolve().first == pin2.resolve().first;
Reference tag denoting a placement attached to the session.
a mutable time value, behaving like a plain number, allowing copy and re-accessing ...
Basic set of definitions and includes commonly used together.
std::unique_ptr< LocatingPin > next_
next additional Pin, if any
Positioning specification, possibly chained to further specifications.
Steam-Layer implementation namespace root.
Namespace of Session and user visible high-level objects.
#define MAX(A, B)
the inevitable MAX macro, sometimes still necessary in template code
Lumiera's internal time value datatype.
The most common case of positioning a MObject in the Session: directly specifying a constant position...
bool operator==(LocatingPin const &pin1, LocatingPin const &pin2)
check for equivalent definition of a complete locating chain
Offset measures a distance in time.
virtual int getPrioLevel() const
order to consider when resolving.
a family of time value like entities and their relationships.
The asset subsystem of the Steam-Layer.
PlacementRef< MObject > PlaRef
TODO: as of 5/09 the idea is to phase out direct dependency on the placement class and recast those d...
string resolve(fsys::path iniSpec)
use the general mechanism for resolving a search path to get the absolute path of the setup...