OpenSceneGraph/include/osgUtil/UpdateVisitor
Robert Osfield 30b54e3af2 Moved the _boundingSphere set method into the update section of the Drawable::getBoundingBox() method
Added an UpdateVisitor::apply(Drawable&) implementation.
2014-05-20 16:09:34 +00:00

126 lines
4.4 KiB
C++

/* -*-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 <osg/NodeVisitor>
#include <osg/Node>
#include <osg/Geode>
#include <osg/Billboard>
#include <osg/LOD>
#include <osg/Switch>
#include <osg/LightSource>
#include <osg/Transform>
#include <osg/Projection>
#include <osg/OccluderNode>
#include <osgUtil/Export>
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::Drawable& drawable)
{
osg::Drawable::UpdateCallback* callback = drawable.getUpdateCallback();
if (callback) callback->update(this,&drawable);
osg::NodeCallback* node_callback = drawable.osg::Node::getUpdateCallback();
if (node_callback) (*node_callback)(&drawable, this);
handle_callbacks(drawable.getStateSet());
}
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;i<geode.getNumDrawables();++i)
{
osg::Drawable::UpdateCallback* callback = geode.getDrawable(i)->getUpdateCallback();
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