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forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is passed back and the referenceCount never goes to zero. To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File() usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group: bool addChild(Node* child); // old method which can only be used with a Node* tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache and multi-threaded loaded more robust. git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/branches/OpenSceneGraph-3.4@15165 16af8721-9629-0410-8352-f15c8da7e697
102 lines
3.0 KiB
C++
102 lines
3.0 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 OSG_SWITCH
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#define OSG_SWITCH 1
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#include <osg/Group>
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namespace osg {
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/** Switch is a Group node that allows switching between children.
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* Typical uses would be for objects which might need to be rendered
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* differently at different times, for instance a switch could be used
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* to represent the different states of a traffic light.
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*/
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class OSG_EXPORT Switch : public Group
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{
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public :
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Switch();
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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Switch(const Switch&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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virtual Switch* asSwitch() { return this; }
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virtual const Switch* asSwitch() const { return this; }
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META_Node(osg, Switch);
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virtual void traverse(NodeVisitor& nv);
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void setNewChildDefaultValue(bool value) { _newChildDefaultValue = value; }
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bool getNewChildDefaultValue() const { return _newChildDefaultValue; }
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using osg::Group::addChild;
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using osg::Group::insertChild;
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virtual bool addChild( Node *child );
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virtual bool addChild( Node *child, bool value );
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virtual bool insertChild( unsigned int index, Node *child );
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virtual bool insertChild( unsigned int index, Node *child, bool value );
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virtual bool removeChildren(unsigned int pos,unsigned int numChildrenToRemove);
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void setValue(unsigned int pos,bool value);
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bool getValue(unsigned int pos) const;
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void setChildValue(const Node* child,bool value);
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bool getChildValue(const Node* child) const;
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/** Set all the children off (false), and set the new default child
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* value to off (false). */
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bool setAllChildrenOff();
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/** Set all the children on (true), and set the new default child
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* value to on (true). */
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bool setAllChildrenOn();
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/** Set a single child on, switch off all other children. */
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bool setSingleChildOn(unsigned int pos);
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typedef std::vector<bool> ValueList;
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void setValueList(const ValueList& values) { _values=values; }
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const ValueList& getValueList() const { return _values; }
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virtual BoundingSphere computeBound() const;
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protected :
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virtual ~Switch() {}
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// This is effectively a bit mask.
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bool _newChildDefaultValue;
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ValueList _values;
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};
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}
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#endif
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