2015-12-08 07:31:57 +00:00
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/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015 Cirilo Bernardo <cirilo.bernardo@gmail.com>
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file sg_node.h
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* defines the base class of the intermediate scene graph NODE
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*/
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#ifndef SG_NODE_H
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#define SG_NODE_H
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#include <fstream>
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#include <string>
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#include <list>
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#include <vector>
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#include <map>
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#include <glm/glm.hpp>
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2015-12-09 07:30:48 +00:00
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#include "plugins/3dapi/c3dmodel.h"
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#include "plugins/3dapi/sg_base.h"
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#include "plugins/3dapi/sg_types.h"
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2015-12-08 07:31:57 +00:00
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class SGNODE;
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class SGAPPEARANCE;
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namespace S3D
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{
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/**
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* Function GetNodeTypeName
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* returns the name of the given type of node
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*/
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char const* GetNodeTypeName( S3D::SGTYPES aType );
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struct MATLIST
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{
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std::vector< SGAPPEARANCE const* > matorder; // materials in order of addition
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std::map< SGAPPEARANCE const*, int > matmap; // mapping from material to index
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};
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bool GetMatIndex( MATLIST& aList, SGNODE* aNode, int& aIndex );
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void INIT_SMATERIAL( SMATERIAL& aMaterial );
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void INIT_SMESH( SMESH& aMesh );
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void INIT_S3DMODEL( S3DMODEL& aModel );
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void FREE_SMESH( SMESH& aMesh);
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void FREE_S3DMODEL( S3DMODEL& aModel );
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};
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/**
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* Class SGNODE
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* represents the base class of all Scene Graph nodes
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*/
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class SGNODE
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{
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private:
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SGNODE** m_Association; // handle to the instance held by a wrapper
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protected:
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2015-12-15 07:53:03 +00:00
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std::list< SGNODE* > m_BackPointers; // nodes which hold a reference to this
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2015-12-08 07:31:57 +00:00
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SGNODE* m_Parent; // pointer to parent node; may be NULL for top level transform
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S3D::SGTYPES m_SGtype; // type of SG node
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std::string m_Name; // name to use for referencing the entity by name
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bool m_written; // set true when the object has been written after a ReNameNodes()
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public:
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/**
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* Function unlinkChild
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* removes references to an owned child; it is invoked by the child upon destruction
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* to ensure that the parent has no invalid references.
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*
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* @param aNode is the child which is being deleted
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*/
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virtual void unlinkChildNode( const SGNODE* aNode ) = 0;
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/**
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* Function unlinkRef
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* removes pointers to a referenced node; it is invoked by the referenced node
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* upon destruction to ensure that the referring node has no invalid references.
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*
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* @param aNode is the node which is being deleted
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*/
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virtual void unlinkRefNode( const SGNODE* aNode ) = 0;
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/**
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* Function addNodeRef
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* adds a pointer to a node which references, but does not own, this node.
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* Such back-pointers are required to ensure that invalidated references
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* are removed when a node is deleted
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*
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* @param aNode is the node holding a reference to this object
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*/
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void addNodeRef( SGNODE* aNode );
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/**
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* Function delNodeRef
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* removes a pointer to a node which references, but does not own, this node.
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*
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* @param aNode is the node holding a reference to this object
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*/
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2016-03-14 01:30:59 +00:00
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void delNodeRef( const SGNODE* aNode );
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/**
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* Function IsWritten
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* returns true if the object had already been written to a
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* cache file or VRML file; for internal use only.
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*/
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bool isWritten( void )
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{
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return m_written;
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}
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public:
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SGNODE( SGNODE* aParent );
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virtual ~SGNODE();
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/**
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* Function GetNodeType
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* returns the type of this node instance
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*/
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S3D::SGTYPES GetNodeType( void ) const;
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/**
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* Function GetParent
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* returns a pointer to the parent SGNODE of this object
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* or NULL if the object has no parent (ie. top level transform)
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*/
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SGNODE* GetParent( void ) const;
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/**
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* Function SetParent
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* sets the parent SGNODE of this object.
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*
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* @param aParent [in] is the desired parent node
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* @return true if the operation succeeds; false if
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* the given node is not allowed to be a parent to
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* the derived object.
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*/
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virtual bool SetParent( SGNODE* aParent, bool notify = true ) = 0;
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2016-03-14 01:30:59 +00:00
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/**
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* Function SwapParent
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* swaps the ownership with the given parent. This operation
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* may be required when reordering nodes for optimization.
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*
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* @param aNewParent [in] will become the new parent to the
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* object; it must be the same type as the parent of this
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* instance.
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*/
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bool SwapParent( SGNODE* aNewParent );
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2015-12-08 07:31:57 +00:00
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const char* GetName( void );
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void SetName(const char *aName);
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const char * GetNodeTypeName( S3D::SGTYPES aNodeType ) const;
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/**
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* Function FindNode searches the tree of linked nodes and returns a
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* reference to the first node found with the given name. The reference
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* is then typically added to another node via AddRefNode().
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*
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* @param aNodeName is the name of the node to search for
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* @param aCaller is a pointer to the node invoking this function
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* @return is a valid node pointer on success, otherwise NULL
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*/
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virtual SGNODE* FindNode( const char *aNodeName, const SGNODE *aCaller ) = 0;
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virtual bool AddRefNode( SGNODE* aNode ) = 0;
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virtual bool AddChildNode( SGNODE* aNode ) = 0;
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/**
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* Function AssociateWrapper
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* associates this object with a handle to itself; this handle
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* is typically held by an IFSG* wrapper and the pointer which
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* it refers to is set to NULL upon destruction of this object.
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* This mechanism provides a scheme by which a wrapper can be
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* notified of the destruction of the object which it wraps.
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*/
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void AssociateWrapper( SGNODE** aWrapperRef );
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/**
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* Function DisassociateWrapper
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* removes the association between an IFSG* wrapper
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* object and this object.
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*/
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void DisassociateWrapper( SGNODE** aWrapperRef );
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/**
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* Function ResetNodeIndex
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* resets the global SG* node indices in preparation for
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* Write() operations
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*/
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void ResetNodeIndex( void );
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/**
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* Function ReNameNodes
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* renames a node and all its child nodes in preparation for
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* Write() operations
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*/
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virtual void ReNameNodes( void ) = 0;
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/**
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* Function WriteVRML
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* writes this node's data to a VRML file; this includes
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* all data of child and referenced nodes.
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*/
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virtual bool WriteVRML( std::ofstream& aFile, bool aReuseFlag ) = 0;
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/**
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* Function WriteCache
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* write's this node's data to a binary cache file; the data
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* includes all data of children and references to children.
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* If this function is invoked by the user, parentNode must be
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* set to NULL in order to ensure coherent data.
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*/
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virtual bool WriteCache( std::ofstream& aFile, SGNODE* parentNode ) = 0;
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/**
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* Function ReadCache
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* Reads binary format data from a cache file. To read a cache file,
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* open the file for reading and invoke this function from a new
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* SCENEGRAPH node.
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*/
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virtual bool ReadCache( std::ifstream& aFile, SGNODE* parentNode ) = 0;
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};
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#endif // SG_NODE_H
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