/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2017 Cirilo Bernardo * Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors. * * 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 */ #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 { /** * Return the name of the given type of node */ char const* GetNodeTypeName( S3D::SGTYPES aType ) noexcept; 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 ) noexcept; void INIT_S3DMODEL( S3DMODEL& aModel ) noexcept; void FREE_SMESH( SMESH& aMesh) noexcept; void FREE_S3DMODEL( S3DMODEL& aModel ); } /** * The base class of all Scene Graph nodes. */ class SGNODE { public: SGNODE( SGNODE* aParent ); virtual ~SGNODE(); /** * Return the type of this node instance. */ S3D::SGTYPES GetNodeType( void ) const noexcept; /** * 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 noexcept; /** * Set 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; /** * Swap the ownership with the given parent. * * This operation may be required when reordering nodes for optimization. * * @param aNewParent 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 noexcept; /** * Search the tree of linked nodes and return 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; /** * Associate this object with a handle to itself. * * The 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 ) noexcept; /** * Remove the association between an IFSG* wrapper object and this object. */ void DisassociateWrapper( SGNODE** aWrapperRef ) noexcept; /** * Reset the global SG* node indices in preparation for write operations. */ void ResetNodeIndex( void ) noexcept; /** * Rename a node and all its child nodes in preparation for write operations. */ virtual void ReNameNodes( void ) = 0; /** * Writes this node's data to a VRML file. * * This includes all data of child and referenced nodes. */ virtual bool WriteVRML( std::ostream& aFile, bool aReuseFlag ) = 0; /** * Write 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::ostream& aFile, SGNODE* parentNode ) = 0; /** * 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::istream& aFile, SGNODE* parentNode ) = 0; /** * Remove references to an owned child. * * This 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; /** * Remove pointers to a referenced node. * * This 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; /** * Add a pointer to a node which references this node, but does not own. * * 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 ); /** * Remove a pointer to a node which references this node, but does not own. * * @param aNode is the node holding a reference to this object. */ void delNodeRef( const SGNODE* aNode ); /** * Return true if the object had already been written to a cache file or VRML file * * For internal use only. */ bool isWritten( void ) noexcept { return m_written; } 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 Scene Graph node. std::string m_Name; ///< name to use for referencing the entity by name. bool m_written; ///< Set to true when the object has been written after a ReNameNodes(). private: SGNODE** m_Association; ///< Handle to the instance held by a wrapper. }; #endif // SG_NODE_H