OpenSceneGraph/include/osg/Group

167 lines
6.5 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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 <osg/Node>
#include <osg/NodeVisitor>
namespace osg {
typedef std::vector< ref_ptr<Node> > 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.
*/
inline bool removeChild( Node *child )
{
unsigned int pos = getChildIndex(child);
if (pos<_children.size()) return removeChildren(pos,1);
else return false;
}
/** 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 Node with another Node.
* Equivalent to setChild(getChildIndex(orignChild),node)
* See docs for setChild for futher details on implementation.
*/
virtual bool replaceChild( Node *origChild, Node* newChild );
/** Return the number of chilren nodes. */
inline unsigned int getNumChildren() const { return _children.size(); }
/** 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 _children.size(); // node not found.
}
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objexts
* 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