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

251 lines
7.8 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>
*
* 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 <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
{
/**
* 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::ostream& 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::ostream& 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::istream& aFile, SGNODE* parentNode ) = 0;
};
#endif // SG_NODE_H