OpenSceneGraph/include/osg/Group

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
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#ifndef OSG_GROUP
#define OSG_GROUP 1
#include <osg/Node>
#include <osg/NodeVisitor>
namespace osg {
typedef std::vector< ref_ptr<Node> > NodeList;
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/** General group node which maintains a list of children.
Children are reference counted. This allows children to be shared
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with memory management handled automatically via osg::Referenced.
*/
class SG_EXPORT Group : public Node
{
public :
Group();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Group(const Group&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Node(osg, Group);
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virtual Group* asGroup() { return this; }
virtual const Group* asGroup() const { return this; }
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virtual void traverse(NodeVisitor& nv);
/** Add Node to Group.
* If node is not NULL and is not contained in Group then increment its
* reference count, add it to the child list and dirty the bounding
* sphere to force it to recompute on next getBound() and return true for success.
* Otherwise return false. Scene nodes can't be added as child nodes.
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*/
virtual bool addChild( Node *child );
/** Remove Node from Group.
* If Node is contained in Group then remove it from the child
* list, decrement its reference count, and dirty the
* bounding sphere to force it to recompute on next getBound() and
* return true for success. If Node is not found then return false
* and do not change the reference count of the Node.
*/
virtual bool removeChild( Node *child );
virtual bool removeChild(unsigned int pos,unsigned int numChildrenToRemove=1);
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/** Replace specified Node with another Node.
* Equivalent to setChild(getChildIndex(orignChild),node),
* see docs for setChild for futher details on implementation.*/
virtual bool replaceChild( Node *origChild, Node* newChild );
/** return the number of chilren nodes.*/
inline unsigned int getNumChildren() const { return _children.size(); }
/** set child node at position i.
* return true if set correctly, false on failure (if node==NULL || i is out of range).
* When set can be successful applied, the algorithm is : decrement the reference count origNode and increments the
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* reference count of newNode, and dirty the bounding sphere
* to force it to recompute on next getBound() and returns true.
* If origNode is not found then return false and do not
* add newNode. If newNode is NULL then return false and do
* not remove origNode. Also returns false if newChild is a Scene node.
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*/
virtual bool setChild( unsigned int i, Node* node );
/** return child node at position i.*/
inline Node* getChild( unsigned int i ) { return _children[i].get(); }
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/** return child node at position i.*/
inline const Node* getChild( unsigned int i ) const { return _children[i].get(); }
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/** return true if node is contained within Group.*/
inline bool containsNode( const Node* node ) const
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{
for (NodeList::const_iterator itr=_children.begin();
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itr!=_children.end();
++itr)
{
if (itr->get()==node) return true;
}
return false;
}
/** Get the index number of child, return a value between
* 0 and _children.size()-1 if found, if not found then
* return _children.size().*/
inline unsigned int getChildIndex( const Node* node ) const
{
for (unsigned int childNum=0;childNum<_children.size();++childNum)
{
if (_children[childNum]==node) return childNum;
}
return _children.size(); // node not found.
}
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protected:
virtual ~Group();
virtual bool computeBound() const;
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NodeList _children;
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};
}
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#endif