115 lines
4.0 KiB
C++
115 lines
4.0 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGUTIL_UPDATEVISITOR
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#define OSGUTIL_UPDATEVISITOR 1
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#include <osg/NodeVisitor>
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#include <osg/Node>
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#include <osg/Geode>
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#include <osg/Billboard>
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#include <osg/LOD>
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#include <osg/Switch>
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#include <osg/LightSource>
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#include <osg/Transform>
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#include <osg/Projection>
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#include <osg/OccluderNode>
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#include <osgUtil/Export>
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namespace osgUtil {
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/**
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* Basic UpdateVisitor implementation for animating a scene.
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* This visitor traverses the scene graph, calling each nodes appCallback if
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* it exists.
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*/
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class OSGUTIL_EXPORT UpdateVisitor : public osg::NodeVisitor
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{
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public:
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UpdateVisitor();
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virtual ~UpdateVisitor();
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META_NodeVisitor(osgUtil, UpdateVisitor)
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virtual void reset();
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/** During traversal each type of node calls its callbacks and its children traversed. */
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virtual void apply(osg::Node& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::Geode& node) { handle_geode_callbacks(node); }
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virtual void apply(osg::Billboard& node) { handle_geode_callbacks(node); }
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virtual void apply(osg::LightSource& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::Group& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::Transform& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::Projection& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::Switch& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::LOD& node) { handle_callbacks_and_traverse(node); }
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virtual void apply(osg::OccluderNode& node) { handle_callbacks_and_traverse(node); }
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protected:
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// /** Prevent unwanted copy construction.*/
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// UpdateVisitor(const UpdateVisitor&):osg::NodeVisitor() {}
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/** Prevent unwanted copy operator.*/
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UpdateVisitor& operator = (const UpdateVisitor&) { return *this; }
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inline void handle_callbacks(osg::StateSet* stateset)
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{
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if (stateset && stateset->requiresUpdateTraversal())
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{
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stateset->runUpdateCallbacks(this);
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}
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}
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inline void handle_callbacks_and_traverse(osg::Node& node)
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{
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handle_callbacks(node.getStateSet());
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osg::NodeCallback* callback = node.getUpdateCallback();
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if (callback) (*callback)(&node,this);
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else if (node.getNumChildrenRequiringUpdateTraversal()>0) traverse(node);
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}
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inline void handle_geode_callbacks(osg::Geode& geode)
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{
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handle_callbacks(geode.getStateSet());
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osg::NodeCallback* callback = geode.getUpdateCallback();
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if (callback) (*callback)(&geode,this);
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// Call the app callbacks on the drawables.
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for(unsigned int i=0;i<geode.getNumDrawables();++i)
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{
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osg::Drawable::UpdateCallback* callback = geode.getDrawable(i)->getUpdateCallback();
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if (callback) callback->update(this,geode.getDrawable(i));
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handle_callbacks(geode.getDrawable(i)->getStateSet());
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}
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// should we traverse just in case a subclass of Geode adds children?? Won't for now as
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// Geode's arn't designed to have children.
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// traverse(geode);
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}
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};
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}
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#endif
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