/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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. */ #ifndef OSGUTIL_UPDATEVISITOR #define OSGUTIL_UPDATEVISITOR 1 #include #include #include #include #include #include #include #include #include #include #include namespace osgUtil { /** * Basic UpdateVisitor implementation for animating a scene. * This visitor traverses the scene graph, calling each nodes appCallback if * it exists. */ class OSGUTIL_EXPORT UpdateVisitor : public osg::NodeVisitor { public: UpdateVisitor(); virtual ~UpdateVisitor(); META_NodeVisitor(osgUtil, UpdateVisitor) virtual void reset(); /** During traversal each type of node calls its callbacks and its children traversed. */ virtual void apply(osg::Node& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::Geode& node) { handle_geode_callbacks(node); } virtual void apply(osg::Billboard& node) { handle_geode_callbacks(node); } virtual void apply(osg::LightSource& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::Group& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::Transform& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::Projection& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::Switch& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::LOD& node) { handle_callbacks_and_traverse(node); } virtual void apply(osg::OccluderNode& node) { handle_callbacks_and_traverse(node); } protected: // /** Prevent unwanted copy construction.*/ // UpdateVisitor(const UpdateVisitor&):osg::NodeVisitor() {} /** Prevent unwanted copy operator.*/ UpdateVisitor& operator = (const UpdateVisitor&) { return *this; } inline void handle_callbacks(osg::StateSet* stateset) { if (stateset && stateset->requiresUpdateTraversal()) { stateset->runUpdateCallbacks(this); } } inline void handle_callbacks_and_traverse(osg::Node& node) { handle_callbacks(node.getStateSet()); osg::NodeCallback* callback = node.getUpdateCallback(); if (callback) (*callback)(&node,this); else if (node.getNumChildrenRequiringUpdateTraversal()>0) traverse(node); } inline void handle_geode_callbacks(osg::Geode& geode) { handle_callbacks(geode.getStateSet()); osg::NodeCallback* callback = geode.getUpdateCallback(); if (callback) (*callback)(&geode,this); // Call the app callbacks on the drawables. for(unsigned int i=0;igetUpdateCallback(); if (callback) callback->update(this,geode.getDrawable(i)); handle_callbacks(geode.getDrawable(i)->getStateSet()); } // should we traverse just in case a subclass of Geode adds children?? Won't for now as // Geode's arn't designed to have children. // traverse(geode); } }; } #endif