/* -*-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 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 OSG_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 ); /** Insert Node to Group at specific location. * The new child node is inserted into the child list * before the node at the specified index. No nodes * are removed from the group with this operation. */ virtual bool insertChild( unsigned int index, 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. * Note, do not override, only override removeChildren(,) is required. */ virtual bool removeChild( 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. * Note, do not override, only override removeChildren(,) is required. */ inline bool removeChild( unsigned int pos, unsigned int numChildrenToRemove=1 ) { if (pos<_children.size()) return removeChildren(pos,numChildrenToRemove); else return false; } /** Remove children from Group. * Note, must be override by subclasses of Group which add per child attributes.*/ virtual bool removeChildren(unsigned int pos,unsigned int numChildrenToRemove); /** Replace specified child Node with another Node. * Equivalent to setChild(getChildIndex(orignChild),node) * See docs for setChild for further details on implementation. */ virtual bool replaceChild( Node *origChild, Node* newChild ); /** Return the number of children nodes. */ virtual unsigned int getNumChildren() const; /** 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 increment the * reference count of newNode, and dirty the bounding sphere * to force it to recompute on next getBound() and return 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 static_cast(_children.size()); // node not found. } /** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/ virtual void setThreadSafeRefUnref(bool threadSafe); /** Resize any per context GLObject buffers to specified size. */ virtual void resizeGLObjectBuffers(unsigned int maxSize); /** If State is non-zero, this function releases any associated OpenGL objects for * the specified graphics context. Otherwise, releases OpenGL objects * for all graphics contexts. */ virtual void releaseGLObjects(osg::State* = 0) const; virtual BoundingSphere computeBound() const; protected: virtual ~Group(); virtual void childRemoved(unsigned int /*pos*/, unsigned int /*numChildrenToRemove*/) {} virtual void childInserted(unsigned int /*pos*/) {} NodeList _children; }; } #endif