173 lines
6.8 KiB
C++
173 lines
6.8 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 OSG_GROUP
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#define OSG_GROUP 1
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#include <osg/Node>
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#include <osg/NodeVisitor>
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namespace osg {
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typedef std::vector< ref_ptr<Node> > NodeList;
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/** General group node which maintains a list of children.
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* Children are reference counted. This allows children to be shared
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* with memory management handled automatically via osg::Referenced.
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*/
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class OSG_EXPORT Group : public Node
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{
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public :
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Group();
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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Group(const Group&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_Node(osg, Group);
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virtual Group* asGroup() { return this; }
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virtual const Group* asGroup() const { return this; }
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virtual void traverse(NodeVisitor& nv);
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/** Add Node to Group.
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* If node is not NULL and is not contained in Group then increment its
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* reference count, add it to the child list and dirty the bounding
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* sphere to force it to recompute on next getBound() and return true for success.
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* Otherwise return false. Scene nodes can't be added as child nodes.
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*/
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virtual bool addChild( Node *child );
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/** Insert Node to Group at specific location.
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* The new child node is inserted into the child list
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* before the node at the specified index. No nodes
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* are removed from the group with this operation.
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*/
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virtual bool insertChild( unsigned int index, Node *child );
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/** Remove Node from Group.
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* If Node is contained in Group then remove it from the child
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* list, decrement its reference count, and dirty the
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* bounding sphere to force it to recompute on next getBound() and
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* return true for success. If Node is not found then return false
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* and do not change the reference count of the Node.
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* Note, do not override, only override removeChildren(,) is required.
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*/
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inline bool removeChild( Node *child )
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{
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unsigned int pos = getChildIndex(child);
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if (pos<_children.size()) return removeChildren(pos,1);
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else return false;
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}
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/** Remove Node from Group.
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* If Node is contained in Group then remove it from the child
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* list, decrement its reference count, and dirty the
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* bounding sphere to force it to recompute on next getBound() and
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* return true for success. If Node is not found then return false
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* and do not change the reference count of the Node.
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* Note, do not override, only override removeChildren(,) is required.
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*/
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inline bool removeChild( unsigned int pos, unsigned int numChildrenToRemove=1 )
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{
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if (pos<_children.size()) return removeChildren(pos,numChildrenToRemove);
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else return false;
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}
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/** Remove children from Group.
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* Note, must be override by subclasses of Group which add per child attributes.*/
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virtual bool removeChildren(unsigned int pos,unsigned int numChildrenToRemove);
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/** Replace specified Node with another Node.
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* Equivalent to setChild(getChildIndex(orignChild),node)
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* See docs for setChild for further details on implementation.
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*/
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virtual bool replaceChild( Node *origChild, Node* newChild );
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/** Return the number of children nodes. */
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inline unsigned int getNumChildren() const { return static_cast<unsigned int>(_children.size()); }
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/** Set child node at position i.
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* Return true if set correctly, false on failure (if node==NULL || i is out of range).
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* When Set can be successful applied, the algorithm is : decrement the reference count origNode and increment the
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* reference count of newNode, and dirty the bounding sphere
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* to force it to recompute on next getBound() and return true.
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* If origNode is not found then return false and do not
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* add newNode. If newNode is NULL then return false and do
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* not remove origNode. Also returns false if newChild is a Scene node.
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*/
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virtual bool setChild( unsigned int i, Node* node );
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/** Return child node at position i. */
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inline Node* getChild( unsigned int i ) { return _children[i].get(); }
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/** Return child node at position i. */
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inline const Node* getChild( unsigned int i ) const { return _children[i].get(); }
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/** Return true if node is contained within Group. */
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inline bool containsNode( const Node* node ) const
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{
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for (NodeList::const_iterator itr=_children.begin();
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itr!=_children.end();
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++itr)
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{
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if (itr->get()==node) return true;
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}
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return false;
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}
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/** Get the index number of child, return a value between
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* 0 and _children.size()-1 if found, if not found then
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* return _children.size().
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*/
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inline unsigned int getChildIndex( const Node* node ) const
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{
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for (unsigned int childNum=0;childNum<_children.size();++childNum)
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{
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if (_children[childNum]==node) return childNum;
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}
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return static_cast<unsigned int>(_children.size()); // node not found.
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}
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/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
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virtual void setThreadSafeRefUnref(bool threadSafe);
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** If State is non-zero, this function releases any associated OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objects
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* for all graphics contexts. */
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virtual void releaseGLObjects(osg::State* = 0) const;
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virtual BoundingSphere computeBound() const;
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protected:
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virtual ~Group();
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virtual void childRemoved(unsigned int /*pos*/, unsigned int /*numChildrenToRemove*/) {}
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virtual void childInserted(unsigned int /*pos*/) {}
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NodeList _children;
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};
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}
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#endif
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