OpenSceneGraph/include/osgUtil/UpdateVisitor
2018-04-23 11:03:37 +01:00

119 lines
4.6 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/Geode>
#include <osg/Billboard>
#include <osg/LOD>
#include <osg/Switch>
#include <osg/LightSource>
#include <osg/Transform>
#include <osg/Projection>
#include <osg/OccluderNode>
#include <osg/ScriptEngine>
#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)
/** Convert 'this' into a osgUtil::UpdateVisitor pointer if Object is a osgUtil::UpdateVisitor, otherwise return 0.
* Equivalent to dynamic_cast<osgUtil::UpdateVisitor*>(this).*/
virtual osgUtil::UpdateVisitor* asUpdateVisitor() { return this; }
/** convert 'const this' into a const osgUtil::UpdateVisitor pointer if Object is a osgUtil::UpdateVisitor, otherwise return 0.
* Equivalent to dynamic_cast<const osgUtil::UpdateVisitor*>(this).*/
virtual const osgUtil::UpdateVisitor* asUpdateVisitor() const { return this; }
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::Callback* callback = drawable.getUpdateCallback();
if (callback)
{
osg::DrawableUpdateCallback* drawable_callback = callback->asDrawableUpdateCallback();
osg::NodeCallback* node_callback = callback->asNodeCallback();
if (drawable_callback) drawable_callback->update(this,&drawable);
if (node_callback) (*node_callback)(&drawable, this);
if (!drawable_callback && !node_callback) callback->run(&drawable, this);
}
handle_callbacks(drawable.getStateSet());
}
// The following overrides are technically redundant as the default implementation would eventually trickle down to
// apply(osg::Node&); - however defining these explicitly should save a couple of virtual function calls
virtual void apply(osg::Geode& node) { handle_callbacks_and_traverse(node); }
virtual void apply(osg::Billboard& node) { handle_callbacks_and_traverse(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::Callback* callback = node.getUpdateCallback();
if (callback) callback->run(&node,this);
else if (node.getNumChildrenRequiringUpdateTraversal()>0) traverse(node);
}
};
}
#endif