OpenSceneGraph/include/osg/Group
Robert Osfield f612924a45 Added support for shallow and deep copy of nodes, drawables and state, via a
copy constructor which takes an optional Cloner object, and the old
osg::Object::clone() has changed so that it now requires a Cloner as paramter.
This is passed on to the copy constructor to help control the shallow vs
deep copying.  The old functionality of clone() which was clone of type has
been renamed to cloneType().

Updated all of the OSG to work with these new conventions, implemention all
the required copy constructors etc.  A couple of areas will do shallow
copies by design, a couple of other still need to be updated to do either
shallow or deep.

Neither of the shallow or deep copy operations have been tested yet, only
the old functionality of the OSG has been checked so far, such running the
viewer on various demo datasets.

Also fixed a problem in osg::Optimize::RemoveRendundentNodesVisitor which
was not checking that Group didn't have have any attached StateSet's, Callbacks
or UserData.  These checks have now been added, which fixes a bug which was
revealled by the new osgscribe demo, this related to removal of group acting
as state decorator.

method
2002-01-28 21:17:01 +00:00

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//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
#ifndef OSG_GROUP
#define OSG_GROUP 1
#include <osg/Node>
#include <osg/NodeVisitor>
namespace osg {
/** 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 SG_EXPORT Group : public Node
{
public :
typedef std::vector<ref_ptr<Node> > ChildList;
Group();
/** Copy constructor using Cloner to manage deep vs shallow copy.*/
Group(const Group&,const Cloner& cloner=ShallowCopy());
META_Node(Group);
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 );
/** 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.
*/
virtual bool removeChild( Node *child );
/** Replace specified Node with another Node.
* Decrement the reference count origNode and increments the
* reference count of newNode, and dirty the bounding sphere
* to force it to recompute on next getBound() and returns 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 replaceChild( Node *origChild, Node* newChild );
/** return the number of chilren nodes.*/
inline const int getNumChildren() const { return _children.size(); }
/** return child node at position i.*/
inline Node *getChild( const int i ) { return _children[i].get(); }
/** return child node at position i.*/
inline const Node *getChild( const int i ) const { return _children[i].get(); }
/** return true if node is contained within Group.*/
inline bool containsNode( const Node* node ) const
{
for (ChildList::const_iterator itr=_children.begin();
itr!=_children.end();
++itr)
{
if (itr->get()==node) return true;
}
return false;
}
/** return the iterator position for specified Node.
* return _children.end() if node is not contained in Group.
*/
inline ChildList::iterator findNode( const Node* node )
{
for (ChildList::iterator itr=_children.begin();
itr!=_children.end();
++itr)
{
if (itr->get()==node) return itr;
}
return _children.end();
}
/** return the const_iterator position for specified Node.
* return _children.end() if node is not contained in Group.
*/
inline ChildList::const_iterator findNode( const Node* node ) const
{
for (ChildList::const_iterator itr=_children.begin();
itr!=_children.end();
++itr)
{
if (itr->get()==node) return itr;
}
return _children.end();
}
protected:
virtual ~Group();
virtual const bool computeBound() const;
ChildList _children;
};
};
#endif