/* -*-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. */ #ifndef OSG_GROUP #define OSG_GROUP 1 #include #include namespace osg { typedef std::vector< ref_ptr > NodeList; /** General group node which maintains a list of children. Children are reference counted. This allows children to be shared 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); virtual Group* asGroup() { return this; } virtual const Group* asGroup() const { return this; } 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. */ 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); /** 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 * 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. */ virtual bool setChild( unsigned int i, Node* node ); /** return child node at position i.*/ inline Node* getChild( unsigned int i ) { return _children[i].get(); } /** return child node at position i.*/ inline const Node* getChild( unsigned int i ) const { return _children[i].get(); } /** return true if node is contained within Group.*/ inline bool containsNode( const Node* node ) const { for (NodeList::const_iterator itr=_children.begin(); 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. } protected: virtual ~Group(); virtual bool computeBound() const; NodeList _children; }; } #endif