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#ifndef OSG_NODEVISITOR
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#define OSG_NODEVISITOR 1
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#include <osg/Node>
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#include <osg/FrameStamp>
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namespace osg {
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class Geode;
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class Billboard;
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class LightSource;
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class Group;
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class Transform;
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class LOD;
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class Sequence;
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class Switch;
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class Impostor;
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class EarthSky;
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/** Visitor for type safe operations on osg::Node's.
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Based on GOF's Visitor pattern.*/
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class SG_EXPORT NodeVisitor : public Referenced
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{
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public:
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enum TraversalMode {
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TRAVERSE_NONE,
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TRAVERSE_PARENTS,
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TRAVERSE_ALL_CHILDREN,
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TRAVERSE_ACTIVE_CHILDREN,
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TRAVERSE_VISITOR
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};
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NodeVisitor(TraversalMode tm=TRAVERSE_NONE);
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virtual ~NodeVisitor();
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/** Method to call to reset visitor. Useful for your visitor accumulates
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state during a traversal, and you plan to reuse the visitor.
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To flush that state for the next traversal than call reset() prior
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to each traversal.*/
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virtual void reset() {}
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/** Set the traversal number. Typically used to denote the frame count.*/
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inline void setTraversalNumber(const int fn) { _traversalNumber = fn; }
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/** Get the traversal number. Typically used to denote the frame count.*/
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inline const int getTraversalNumber() const { return _traversalNumber; }
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/** Set the FrameStamp that this traversal is assoicated with.*/
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inline void setFrameStamp(FrameStamp* fs) { _frameStamp = fs; }
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/** Get the FrameStamp that this traversal is assoicated with.*/
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inline const FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
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/** Set the TraversalMask of this NodeVisitor.
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* The TraversalMask is used by the NodeVisitor::validNodeMask() method
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* to determine whether to operate on a node and its subgraph.
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* validNodeMask() is called automaticaly in the Node::accept() method before
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* any call to NodeVisitor::apply(), apply() is only ever called if validNodeMask
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* returns true. Note, if NodeVisitor::_traversalMask is 0 then all operations
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* will be swithced off for all nodes. Whereas setting both _traversalMask and
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* _nodeMaskOverride to 0xffffffff will allow a visitor to work on all nodes
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* regardless of their own Node::_nodeMask state.*/
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inline void setTraversalMask(const Node::NodeMask mask) { _traversalMask = mask; }
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/** Get the TraversalMask.*/
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inline const Node::NodeMask getTraversalMask() const { return _traversalMask; }
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/** Set the NodeMaskOverride mask.
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* Used in validNodeMask() to determine whether to operate on a node or its
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* subgraph, by OR'ing NodeVisitor::_nodeMaskOverride with the Node's own Node::_nodeMask.
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* Typically used to force on nodes which may have
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* been switched off by their own Node::_nodeMask.*/
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inline void setNodeMaskOverride(const Node::NodeMask mask) { _nodeMaskOverride = mask; }
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/** Get the NodeMaskOverride mask.*/
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inline const Node::NodeMask getNodeMaskOverride() const { return _nodeMaskOverride; }
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/** Method to called by Node and its subclass' Node::accept() method, if the result is true
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* to be used to cull operations of nodes and their subgraphs.
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* Return true if the result of a bit wise and of the NodeVisitor::_traversalMask
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* with the bit or between NodeVistor::_nodeMaskOverride and the Node::_nodeMask.
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* default values for _traversalMask is 0xffffffff, _nodeMaskOverride is 0x0,
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* and osg::Node::_nodeMask is 0xffffffff. */
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inline const bool validNodeMask(const osg::Node& node) const
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{
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return (getTraversalMask() & (getNodeMaskOverride() | node.getNodeMask()))!=0;
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}
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/** Set the traversal mode for Node::traverse() to use when
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deciding which children of a node to traverse. If a
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NodeVisitor has been attached via setTraverseVisitor()
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and the new mode is not TRAVERSE_VISITOR then the attached
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visitor is detached. Default mode is TRAVERSE_NONE.*/
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void setTraversalMode(const TraversalMode mode);
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/** Get the traversal mode.*/
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inline const TraversalMode getTraversalMode() const { return _traversalMode; }
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/** Set a visitor to handle traversal.
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Overrides the traverse mode setting it to TRAVERSAL_VISITOR.*/
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void setTraversalVisitor(NodeVisitor* nv);
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/** Get the traversal visitor, returns NULL if none is attached.*/
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NodeVisitor* getTraversalVisitor() { return _traversalVisitor.get(); }
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/** Inline method for handling traversal of a nodes.
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If you intend to use the visitor for actively traversing
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the scene graph then make sure the accept() methods call
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this method unless they handle traversal directly.*/
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void traverse(Node& node)
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{
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if (_traversalVisitor.valid()) node.accept(*_traversalVisitor);
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else if (_traversalMode==TRAVERSE_PARENTS) node.ascend(*this);
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else if (_traversalMode!=TRAVERSE_NONE) node.traverse(*this);
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}
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virtual void apply(Node& node) { traverse(node);}
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virtual void apply(Geode& node) { apply((Node&)node); }
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virtual void apply(Billboard& node) { apply((Geode&)node); }
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virtual void apply(LightSource& node){ apply((Node&)node); }
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virtual void apply(Group& node) { apply((Node&)node); }
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virtual void apply(Transform& node) { apply((Group&)node); }
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virtual void apply(Switch& node) { apply((Group&)node); }
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virtual void apply(Sequence& node) { apply((Group&)node); }
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virtual void apply(LOD& node) { apply((Group&)node); }
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virtual void apply(Impostor& node) { apply((LOD&)node); }
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virtual void apply(EarthSky& node) { apply((Group&)node); }
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protected:
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int _traversalNumber;
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ref_ptr<FrameStamp> _frameStamp;
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ref_ptr<NodeVisitor> _traversalVisitor;
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TraversalMode _traversalMode;
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Node::NodeMask _traversalMask;
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Node::NodeMask _nodeMaskOverride;
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};
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/** Convenience functor for assisting visiting of arrays of osg::Node's.*/
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struct NodeAcceptOp
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{
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NodeVisitor& _nv;
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NodeAcceptOp(NodeVisitor& nv):_nv(nv) {}
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void operator () (Node* node) { node->accept(_nv); }
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void operator () (ref_ptr<Node> node) { node->accept(_nv); }
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};
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};
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#endif
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