237 lines
7.4 KiB
C++
237 lines
7.4 KiB
C++
/*
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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) 2015-2017 Cirilo Bernardo <cirilo.bernardo@gmail.com>
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* Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors.
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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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*/
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#ifndef SG_NODE_H
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#define SG_NODE_H
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#include <iostream>
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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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#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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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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* Return the name of the given type of node
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*/
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char const* GetNodeTypeName( S3D::SGTYPES aType ) noexcept;
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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 ) noexcept;
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void INIT_S3DMODEL( S3DMODEL& aModel ) noexcept;
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void FREE_SMESH( SMESH& aMesh) noexcept;
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void FREE_S3DMODEL( S3DMODEL& aModel );
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}
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/**
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* 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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public:
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SGNODE( SGNODE* aParent );
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virtual ~SGNODE();
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/**
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* Return the type of this node instance.
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*/
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S3D::SGTYPES GetNodeType( void ) const noexcept;
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/**
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* Returns a pointer to the parent SGNODE of this object or NULL if the object has
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* no parent (ie. top level transform).
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*/
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SGNODE* GetParent( void ) const noexcept;
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/**
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* Set 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 the given node is not allowed to
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* be a parent to the derived object.
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*/
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virtual bool SetParent( SGNODE* aParent, bool notify = true ) = 0;
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/**
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* Swap the ownership with the given parent.
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*
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* This operation may be required when reordering nodes for optimization.
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*
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* @param aNewParent will become the new parent to the object; it must be the same type
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* as the parent of this instance.
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*/
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bool SwapParent( SGNODE* aNewParent );
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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 noexcept;
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/**
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* Search the tree of linked nodes and return a reference to the first node found with
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* the given name.
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*
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* The reference 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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* Associate this object with a handle to itself.
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*
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* The handle is typically held by an IFSG* wrapper and the pointer which it refers to
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* is set to NULL upon destruction of this object. This mechanism provides a scheme
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* by which a wrapper can be notified of the destruction of the object which it wraps.
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*/
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void AssociateWrapper( SGNODE** aWrapperRef ) noexcept;
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/**
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* Remove the association between an IFSG* wrapper object and this object.
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*/
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void DisassociateWrapper( SGNODE** aWrapperRef ) noexcept;
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/**
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* Reset the global SG* node indices in preparation for write operations.
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*/
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void ResetNodeIndex( void ) noexcept;
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/**
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* Rename a node and all its child nodes in preparation for write operations.
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*/
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virtual void ReNameNodes( void ) = 0;
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/**
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* Writes this node's data to a VRML file.
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*
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* This includes all data of child and referenced nodes.
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*/
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virtual bool WriteVRML( std::ostream& aFile, bool aReuseFlag ) = 0;
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/**
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* Write this node's data to a binary cache file.
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*
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* The data includes all data of children and references to children. If this function
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* is invoked by the user, parentNode must be set to NULL in order to ensure coherent data.
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*/
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virtual bool WriteCache( std::ostream& aFile, SGNODE* parentNode ) = 0;
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/**
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* Reads binary format data from a cache file.
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*
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* To read a cache file, 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::istream& aFile, SGNODE* parentNode ) = 0;
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/**
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* Remove references to an owned child.
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*
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* This is invoked by the child upon destruction to ensure that the parent has no
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* 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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* Remove pointers to a referenced node.
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*
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* This is invoked by the referenced node upon destruction to ensure that the referring
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* 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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* Add a pointer to a node which references this node, but does not own.
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*
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* Such back-pointers are required to ensure that invalidated references are removed
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* 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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* Remove a pointer to a node which references this node, but does not own.
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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 delNodeRef( const SGNODE* aNode );
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/**
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* Return true if the object had already been written to a cache file or VRML file
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*
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* For internal use only.
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*/
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bool isWritten( void ) noexcept
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{
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return m_written;
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}
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protected:
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std::list< SGNODE* > m_BackPointers; ///< nodes which hold a reference to this.
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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 Scene Graph 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 to true when the object has been written after a ReNameNodes().
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private:
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SGNODE** m_Association; ///< Handle to the instance held by a wrapper.
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};
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#endif // SG_NODE_H
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