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//
// Filename : NodeGroup.h
// Author(s) : Stephane Grabli
// Purpose : Class to represent a group node. This node can contains
// several children. It also contains a transform matrix
// indicating the transform state of the underlying
// children.
// Date of creation : 24/01/2002
//
///////////////////////////////////////////////////////////////////////////////
//
// 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.
//
///////////////////////////////////////////////////////////////////////////////
#ifndef NODEGROUP_H
# define NODEGROUP_H
# include <vector>
# include "../system/FreestyleConfig.h"
# include "Node.h"
using namespace std;
class LIB_SCENE_GRAPH_EXPORT NodeGroup : public Node
{
public:
inline NodeGroup(): Node() {}
virtual ~NodeGroup(){}
/*! Adds a child. Makes a addRef on the
* iChild reference counter */
virtual void AddChild(Node *iChild);
/*! destroys all the underlying nodes
* Returns the reference counter
* after having done a release() */
virtual int destroy();
/*! Detaches all the children */
virtual void DetachChildren();
/*! Detached the sepcified child */
virtual void DetachChild(Node *iChild);
/*! Retrieve children */
virtual void RetrieveChildren(vector<Node*>& oNodes);
/*! Renders every children */
// virtual void Render(Renderer *iRenderer);
/*! Accept the corresponding visitor */
virtual void accept(SceneVisitor& v);
/*! Updates the BBox */
virtual const BBox<Vec3r>& UpdateBBox();
/*! Returns the number of children */
virtual int numberOfChildren() {return _Children.size();}
protected:
vector<Node*> _Children;
};
#endif // NODEGROUP_H
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