kicad/3d-viewer/3d_cache/sg/sg_node.h

237 lines
7.4 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2017 Cirilo Bernardo <cirilo.bernardo@gmail.com>
* 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 <iostream>
#include <string>
#include <list>
#include <vector>
#include <map>
#include <glm/glm.hpp>
#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