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