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NodeGroup.cpp « scene_graph « intern « freestyle « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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//
//  Copyright (C) : Please refer to the COPYRIGHT file distributed 
//   with this source distribution. 
//
//  This program is free software; you can redistribute it and/or
//  modify it under the terms of the GNU General Public License
//  as published by the Free Software Foundation; either version 2
//  of the License, or (at your option) any later version.
//
//  This program 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
//  GNU General Public License for more details.
//
//  You should have received a copy of the GNU General Public License
//  along with this program; if not, write to the Free Software
//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
//
///////////////////////////////////////////////////////////////////////////////

#include "NodeGroup.h"

void NodeGroup::AddChild(Node *iChild)
{
  if(NULL == iChild)
    return;

  _Children.push_back(iChild);
  iChild->addRef();
}

int NodeGroup::destroy()
{
  /*! Node::destroy makes a release on the object 
   *  and then returns the reference counter.
   *  If the reference counter is equal to 0, 
   *  that means that nobody else is linking 
   *  this node group and that we can destroy the whole 
   *  underlying tree.
   *  Else, one or several Node link this node group, 
   *  and we only returns the reference counter 
   *  decremented by Node::destroy();
   */
  int refThis = Node::destroy();
  
  // if refThis != 0, we can't destroy the tree
  if(0 != refThis) 
    return refThis;

  // If we are here, that means that nobody else
  // needs our NodeGroup and we can destroy it.
  int refCount = 0;
  vector<Node *>::iterator node;
  
  for(node=_Children.begin(); node!=_Children.end(); node++)
  {
    refCount = (*node)->destroy();
    if(0 == refCount)
      delete (*node);
  }

  _Children.clear();
  
  return refThis;
}

void NodeGroup::accept(SceneVisitor& v) {
  v.visitNodeGroup(*this);
  
  v.visitNodeGroupBefore(*this);
  for(vector<Node *>::iterator node=_Children.begin(), end=_Children.end(); 
  node!=end;
  node++)
    (*node)->accept(v);
  v.visitNodeGroupAfter(*this);
}

void NodeGroup::DetachChildren()
{
  vector<Node *>::iterator node;
  
  for(node=_Children.begin(); node!=_Children.end(); node++)
  {
    (*node)->release();
  }

  _Children.clear();
}

void NodeGroup::DetachChild(Node *iChild)
{
  int found = 0;
  vector<Node*>::iterator node;
  
  for(node=_Children.begin(); node!=_Children.end(); node++)
  {
    if((*node) == iChild)
    {
      (*node)->release();
      _Children.erase(node);
      found = 1;
      break;
    }
  }
}

void NodeGroup::RetrieveChildren(vector<Node*>& oNodes){
  oNodes = _Children;
}

const BBox<Vec3r>& NodeGroup::UpdateBBox()
{
  vector<Node *>::iterator node;
  clearBBox();
  for(node=_Children.begin(); node!=_Children.end(); node++)
  {
    AddBBox((*node)->UpdateBBox());
  }

  return Node::UpdateBBox();
}