a8c52a90f0
backend now doesn't use thread safe ref counting where multi-buffering exists. This reduces the overhead of multi-threading.
151 lines
5.8 KiB
C++
151 lines
5.8 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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_OBJECT
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#define OSG_OBJECT 1
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#include <osg/Referenced>
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#include <osg/CopyOp>
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#include <osg/ref_ptr>
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#include <string>
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namespace osg {
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// forward declare
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class State;
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/** META_Object macro define the standard clone, isSameKindAs and className methods.
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* Use when subclassing from Object to make it more convenient to define
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* the standard pure virtual clone, isSameKindAs and className methods
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* which are required for all Object subclasses.*/
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#define META_Object(library,name) \
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virtual osg::Object* cloneType() const { return new name (); } \
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virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new name (*this,copyop); } \
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const name *>(obj)!=NULL; } \
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virtual const char* libraryName() const { return #library; }\
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virtual const char* className() const { return #name; }
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/** Base class/standard interface for objects which require IO support,
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cloning and reference counting.
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Based on GOF Composite, Prototype and Template Method patterns.
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*/
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class OSG_EXPORT Object : public Referenced
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{
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public:
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/** Construct an object. Note Object is a pure virtual base class
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and therefore cannot be constructed on its own, only derived
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classes which override the clone and className methods are
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concrete classes and can be constructed.*/
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inline Object():Referenced(),_dataVariance(DYNAMIC) {}
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inline explicit Object(bool threadSafeRefUnref):Referenced(threadSafeRefUnref),_dataVariance(DYNAMIC) {}
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/** Copy constructor, optional CopyOp object can be used to control
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* shallow vs deep copying of dynamic data.*/
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Object(const Object&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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/** Clone the type of an object, with Object* return type.
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Must be defined by derived classes.*/
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virtual Object* cloneType() const = 0;
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/** Clone an object, with Object* return type.
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Must be defined by derived classes.*/
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virtual Object* clone(const CopyOp&) const = 0;
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virtual bool isSameKindAs(const Object*) const { return true; }
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/** return the name of the object's library. Must be defined
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by derived classes. The OpenSceneGraph convention is that the
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namespace of a library is the same as the library name.*/
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virtual const char* libraryName() const = 0;
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/** return the name of the object's class type. Must be defined
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by derived classes.*/
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virtual const char* className() const = 0;
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/** Set the name of object using C++ style string.*/
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inline void setName( const std::string& name ) { _name = name; }
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/** Set the name of object using a C style string.*/
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inline void setName( const char* name ) { _name = name; }
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/** Get the name of object.*/
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inline const std::string& getName() const { return _name; }
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enum DataVariance
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{
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DYNAMIC,
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STATIC
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};
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/** Set the data variance of this object.
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* Can be set to either STATIC for values that do not change over the lifetime of the object,
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* or DYNAMIC for values that vary over the lifetime of the object. The DataVariance value
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* can be used by routines such as optimzation codes that wish to share static data.*/
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inline void setDataVariance(DataVariance dv) { _dataVariance = dv; }
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/** Get the data variance of this object.*/
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inline DataVariance getDataVariance() const { return _dataVariance; }
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/**
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* Set user data, data must be subclassed from Referenced to allow
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* automatic memory handling. If your own data isn't directly
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* subclassed from Referenced then create an adapter object
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* which points to your own object and handles the memory addressing.
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*/
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inline void setUserData(Referenced* obj) { _userData = obj; }
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/** Get user data.*/
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inline Referenced* getUserData() { return _userData.get(); }
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/** Get const user data.*/
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inline const Referenced* getUserData() const { return _userData.get(); }
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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 objexts
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* for all graphics contexts. */
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virtual void releaseGLObjects(osg::State* = 0) const {}
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protected:
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/** Object destructor. Note, is protected so that Objects cannot
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be deleted other than by being dereferenced and the reference
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count being zero (see osg::Referenced), preventing the deletion
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of nodes which are still in use. This also means that
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Nodes cannot be created on stack i.e Node node will not compile,
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forcing all nodes to be created on the heap i.e Node* node
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= new Node().*/
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virtual ~Object() {}
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std::string _name;
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DataVariance _dataVariance;
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ref_ptr<Referenced> _userData;
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private:
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/** disallow any copy operator.*/
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Object& operator = (const Object&) { return *this; }
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};
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}
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#endif
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