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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