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ACG::SceneGraph::BaseNode Class Reference

#include <ACG/Scenegraph/BaseNode.hh>

Inheritance diagram for ACG::SceneGraph::BaseNode:
PlaneNode

Public Types

enum  StatusMode { Active = 0x1, HideNode = 0x2, HideChildren = 0x4, HideSubtree = 0x8 }
 Status modi. More...
enum  TraverseMode { NodeFirst = 0x1, ChildrenFirst = 0x2, SecondPass = 0x4 }
 Node traverse types. More...
typedef std::list< BaseNode * >
::const_iterator 
ConstChildIter
 allows to iterate over children
typedef std::list< BaseNode * >
::iterator 
ChildIter
 allows to iterate over children
typedef std::list< BaseNode * >
::const_reverse_iterator 
ConstChildRIter
 allows to reverse iterate over children
typedef std::list< BaseNode * >
::reverse_iterator 
ChildRIter
 allows to reverse iterate over children

Public Member Functions

 BaseNode (BaseNode *_parent=0, std::string _name="<unknown>")
 Default constructor.
 BaseNode (BaseNode *_parent, BaseNode *_child, std::string _name="<unknown>")
 Put this node between _parent and _child.
virtual ~BaseNode ()
 Destructor.
void delete_subtree ()
 Delete the whole subtree of this node.
virtual const std::string & className () const =0
 Return class name (implemented by the ACG_CLASSNAME macro)
virtual DrawModes::DrawMode availableDrawModes () const
virtual void boundingBox (Vec3d &, Vec3d &)
virtual void enter (GLState &, const DrawModes::DrawMode &)
virtual void draw (GLState &, const DrawModes::DrawMode &)
 Draw this node using the draw modes _drawMode.
virtual void getRenderObjects (IRenderer *, GLState &, const DrawModes::DrawMode &)
 Deferred draw call with shader based renderer.
virtual void leave (GLState &, const DrawModes::DrawMode &)
virtual void enterPick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode)
virtual void pick (GLState &, PickTarget)
virtual void leavePick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode)
void enablePicking (bool _enable)
bool pickingEnabled ()
virtual void mouseEvent (GLState &, QMouseEvent *)
 Handle mouse event (some interaction, e.g. modeling)
void setDirty (bool _dirty=true)
 mark node for redrawn
bool isDirty () const
 Check if node should be redrawn.
ChildIter childrenBegin ()
 Returns: begin-iterator of children.
ConstChildIter childrenBegin () const
 Same but cont.
ChildIter childrenEnd ()
 Returns: end-iterator of children.
ConstChildIter childrenEnd () const
 Same but const.
ChildRIter childrenRBegin ()
 Returns: reverse begin-iterator of children.
ConstChildRIter childrenRBegin () const
 Same but const.
ChildRIter childrenREnd ()
 Returns: reverse end-iterator of children.
ConstChildRIter childrenREnd () const
 Same but const.
void push_back (BaseNode *_node)
 Insert _node at the end of the list of children.
void remove (ChildIter _pos)
unsigned int nChildren () const
 number of children
ChildIter find (BaseNode *_node)
BaseNodefind (const std::string &_name)
BaseNodeparent ()
 Get the nodes parent node.
void set_parent (BaseNode *_parent)
 Set the parent of this node.
StatusMode status () const
 Get node's status.
void set_status (StatusMode _s)
 Set the status of this node.
void hide ()
 Hide Node: set status to HideNode.
void show ()
 Show node: set status to Active.
bool visible ()
 Is node visible (status == Active)?
bool hidden ()
 Is node not visible (status != Active)?
std::string name () const
 Returns: name of node (needs not be unique)
void name (const std::string &_name)
 rename a node
unsigned int id () const
DrawModes::DrawMode drawMode () const
 Return the own draw modes of this node.
void drawMode (DrawModes::DrawMode _drawMode)
unsigned int traverseMode () const
 Return how the node should be traversed.
void setTraverseMode (unsigned int _mode)
 Set traverse mode for node.

Private Member Functions

 BaseNode (const BaseNode &)
 Copy constructor. Disabled.
void operator= (const BaseNode &)
 Assigment operator. Disabled.

Private Attributes

BaseNodeparent_
 pointer to parent node
std::string name_
 name of node
StatusMode status_
 node status()
std::list< BaseNode * > children_
 list of children
unsigned int id_
 ID of node.
DrawModes::DrawMode drawMode_
 private draw mode
bool pickingEnabled_
bool dirty_
 Flag indicating that the node has to be redrawn.
unsigned int traverseMode_
 traverse mode

Static Private Attributes

static unsigned int last_id_used__
 used to provide unique IDs to nodes

Render pass controls

The render pass controls are only used during multipass traversal. There are two types of multipass controls. One type controls if the enter and leave functions of the nodes are used (RenderStatusPass) or if the actual draw function is called (RenderDrawPass). The bitmasks define if the functions are called by the traverse_multipass operation. The bitmask are initialized to run in the first path.

enum  PASSES {
  NOPASS = 0, ALLPASSES = 1 << 0, PASS_1 = 1 << 1, PASS_2 = 1 << 2,
  PASS_3 = 1 << 3, PASS_4 = 1 << 4, PASS_5 = 1 << 5, PASS_6 = 1 << 6,
  PASS_7 = 1 << 7, PASS_8 = 1 << 8
}
 This enum should be used to enable rendering of a node in different.
typedef unsigned int MultipassBitMask
 Multipass pass bit mask type.
MultipassBitMask multipassStatus_
MultipassBitMask multipassNode_
MultipassBitMask multipassStatus () const
 Get the current multipass settings for the nodes status functions.
void setMultipassStatus (const MultipassBitMask _passStatus)
 Set multipass settings for the nodes status functions.
void multipassStatusSetActive (const unsigned int _i, bool _active)
 Set multipass status to traverse in a specific pass.
bool multipassStatusActive (const unsigned int _i) const
 Get multipass status to traverse in a specific pass.
MultipassBitMask multipassNode () const
 Get the current multipass settings for the node.
void setMultipassNode (const MultipassBitMask _passNode)
 Set multipass settings for the node.
void multipassNodeSetActive (const unsigned int _i, bool _active)
 Set Node status to traverse in a specific pass.
bool multipassNodeActive (const unsigned int _i) const
 Get Node status to traverse in a specific pass.

Detailed Description

This is the base for all scenegraph nodes. All virtual functions should be reimplemented when inheriting from this class.

Definition at line 125 of file BaseNode.hh.

Member Enumeration Documentation

Status modi.

Enumerator:
Active 

Draw node & children.

HideNode 

Hide this node, but draw children.

HideChildren 

Draw this node, but hide children.

HideSubtree 

Hide this node and its children.

Definition at line 344 of file BaseNode.hh.

Node traverse types.

Enumerator:
NodeFirst 

Execute action on node first and then on its children.

ChildrenFirst 

Execute action the children first and then on this node.

SecondPass 

Draw node in second pass.

Definition at line 393 of file BaseNode.hh.

Member Function Documentation

virtual DrawModes::DrawMode ACG::SceneGraph::BaseNode::availableDrawModes ( ) const
inlinevirtual

Return a list of available draw modes for this node: should be OR'ed from the items of the enum DrawModeIDs.

Reimplemented in PlaneNode.

Definition at line 157 of file BaseNode.hh.

virtual void ACG::SceneGraph::BaseNode::boundingBox ( Vec3d ,
Vec3d  
)
inlinevirtual

Compute the bounding box of this node and update the values _bbMin and _bbMax accordingly. Do not initialize _bbMin and _bbMax since they may already store values of previous nodes' bounding box computation.

Reimplemented in PlaneNode.

Definition at line 164 of file BaseNode.hh.

void ACG::SceneGraph::BaseNode::delete_subtree ( )

Delete the whole subtree of this node.

This function will remove the whole subtree below this node. All children in this nodes bubtree will be automatically removed from the tree and their destructor is called. The node itself will be removed from the list of its parents children. Afterwards it will also call its own destructor.

virtual void ACG::SceneGraph::BaseNode::draw ( GLState ,
const DrawModes::DrawMode  
)
inlinevirtual

Draw this node using the draw modes _drawMode.

This function is called when the scenegraph is traversed by the classical draw routines.

In this call the node should draw it's content via OpenGL.

Note
Keep in mind, that you should use the currently active state and don't change it (at least reset it the original values you got). Otherwise nodes that are drawn after this node might get an inconsistent state.

Reimplemented in PlaneNode.

Definition at line 184 of file BaseNode.hh.

void ACG::SceneGraph::BaseNode::drawMode ( DrawModes::DrawMode  _drawMode)
inline

Set this node's own draw mode. It will be used for drawing instead of the the global draw mode.

Definition at line 388 of file BaseNode.hh.

void ACG::SceneGraph::BaseNode::enablePicking ( bool  _enable)
inline

Enable or Disable picking for this node ( default: enabled )

Definition at line 223 of file BaseNode.hh.

virtual void ACG::SceneGraph::BaseNode::enter ( GLState ,
const DrawModes::DrawMode  
)
inlinevirtual

This function is called when traversing the scene graph and arriving at this node. It can be used to store GL states that will be changed in order to restore then in the leave() function.

See Also
MaterialNode

Definition at line 172 of file BaseNode.hh.

virtual void ACG::SceneGraph::BaseNode::enterPick ( GLState _state,
PickTarget  _target,
const DrawModes::DrawMode _drawMode 
)
virtual

This function is called when traversing the scene graph during picking and arriving at this node. It can be used to store GL states that will be changed in order to restore then in the leavePick() function. Its default implementation will call the enter() function.

ChildIter ACG::SceneGraph::BaseNode::find ( BaseNode _node)
inline

Find a specific node in the list of children.
This method is designed to convert a node pointer to an iterator that may be used e.g. for insert()'ing a new node at a distinct position.
Returns childrenEnd() if no appropriate node is found.

Definition at line 304 of file BaseNode.hh.

BaseNode* ACG::SceneGraph::BaseNode::find ( const std::string &  _name)
inline

Find a node of a given name

Definition at line 313 of file BaseNode.hh.

virtual void ACG::SceneGraph::BaseNode::getRenderObjects ( IRenderer ,
GLState ,
const DrawModes::DrawMode  
)
inlinevirtual

Deferred draw call with shader based renderer.

The renderer calls this function to collect the geometry that should be rendered from the nodes.

Add any renderable geometry to the renderer via _renderer->addRenderObject()

Note
You should not draw anything yourself in this function.

Definition at line 194 of file BaseNode.hh.

unsigned int ACG::SceneGraph::BaseNode::id ( ) const
inline

Get unique ID of node. IDs are always positive and may be used e.g. for picking.

Definition at line 378 of file BaseNode.hh.

virtual void ACG::SceneGraph::BaseNode::leave ( GLState ,
const DrawModes::DrawMode  
)
inlinevirtual

The leave function is used to restore GL states the have been changed. This function must restore the status before enter() !

Definition at line 199 of file BaseNode.hh.

virtual void ACG::SceneGraph::BaseNode::leavePick ( GLState _state,
PickTarget  _target,
const DrawModes::DrawMode _drawMode 
)
virtual

The leavePick function is used to restore GL states the have been changed. This function must restore the status before enterPick() ! Its default implementation will call the leave() function.

MultipassBitMask ACG::SceneGraph::BaseNode::multipassNode ( ) const
inline

Get the current multipass settings for the node.

Get a bitmask defining in which traverse path an action is applied to the node. (1-indexed) Use the PASSES enum above to control multipass rendering!

Returns
Bitmask defining in which traverse passes an action is applied to the node.

Definition at line 492 of file BaseNode.hh.

bool ACG::SceneGraph::BaseNode::multipassNodeActive ( const unsigned int  _i) const

Get Node status to traverse in a specific pass.

Check multipass setting for the node if an action will be applied in the given pass. Use the PASSES enum above to control multipass rendering!

Parameters
_iCheck this pass if an action will be applied to the node.
void ACG::SceneGraph::BaseNode::multipassNodeSetActive ( const unsigned int  _i,
bool  _active 
)

Set Node status to traverse in a specific pass.

Change multipass setting for the node. An action will be applied to this node in the given pass. Use the PASSES enum above to control multipass rendering!

Parameters
_iPass in which the node should be rendered
_activeEnable or disable node in this pass?
MultipassBitMask ACG::SceneGraph::BaseNode::multipassStatus ( ) const
inline

Get the current multipass settings for the nodes status functions.

Get a bitmask defining in which traverse pass the enter and leave nodes are used. Use the PASSES enum above to control multipass rendering!

Returns
Bitmask defining in which traverse pass the enter and leave nodes are used

Definition at line 448 of file BaseNode.hh.

bool ACG::SceneGraph::BaseNode::multipassStatusActive ( const unsigned int  _i) const

Get multipass status to traverse in a specific pass.

Check multipass setting for the nodes status functions if they should be called in the given render pass. Use the PASSES enum above to control multipass rendering!

Parameters
_iCheck this pass if the nodes enter/leave functions are active
void ACG::SceneGraph::BaseNode::multipassStatusSetActive ( const unsigned int  _i,
bool  _active 
)

Set multipass status to traverse in a specific pass.

Change multipass setting for the nodes status functions. The node will call its enter and leave functions in the given pass if its set active. Use the PASSES enum above to control multipass rendering!

Parameters
_iPass in which the node should be rendered
_activeActivate or deactivate in this pass?
virtual void ACG::SceneGraph::BaseNode::pick ( GLState ,
PickTarget   
)
inlinevirtual

Draw the node using the GL picking name stack. The node's ID will already be on the name stack, so only names identifing e.g. faces should be used ( by glLoadName() ).

Reimplemented in PlaneNode.

Definition at line 212 of file BaseNode.hh.

bool ACG::SceneGraph::BaseNode::pickingEnabled ( )
inline

Check if picking is enabled for this node

Definition at line 227 of file BaseNode.hh.

void ACG::SceneGraph::BaseNode::remove ( ChildIter  _pos)
inline

Remove child node at position _pos. This _pos must be reachable from childrenBegin().
This method has no effect if called with childrenEnd() as parameter.

Definition at line 288 of file BaseNode.hh.

void ACG::SceneGraph::BaseNode::set_parent ( BaseNode _parent)

Set the parent of this node.

This function will remove this node from its original parents children, if the parent exists. And will add it to the new parents children.

void ACG::SceneGraph::BaseNode::setMultipassNode ( const MultipassBitMask  _passNode)
inline

Set multipass settings for the node.

Set a bitmask defining in which traverse path an action is applied to the node. (1-indexed) Set to ALLPASSES if you want to render in all passes. Use the PASSES enum above to control multipass rendering!

Parameters
_passNodeBitmask defining in which traverse passes an action is applied to the node.

Definition at line 504 of file BaseNode.hh.

void ACG::SceneGraph::BaseNode::setMultipassStatus ( const MultipassBitMask  _passStatus)
inline

Set multipass settings for the nodes status functions.

Set a bitmask defining in which traverse pass the enter and leave nodes are used. Use the PASSES enum above to control multipass rendering!

Set to ALLPASSES if you want to render in all passes

Parameters
_passStatusBitmask defining in which traverse pass the enter and leave nodes are used

Definition at line 460 of file BaseNode.hh.

Member Data Documentation

MultipassBitMask ACG::SceneGraph::BaseNode::multipassNode_
private

multi pass bit mask (1-indexed) Defines in which multipass runs an action should be applied to the node. (Only applies during multipass traversal!)

Definition at line 539 of file BaseNode.hh.

MultipassBitMask ACG::SceneGraph::BaseNode::multipassStatus_
private

multi pass bit mask (1-indexed) Defines in which multipass runs the enter and leave functions should be called. (Only applies during multipass traversal!)

Definition at line 533 of file BaseNode.hh.

bool ACG::SceneGraph::BaseNode::pickingEnabled_
private

Flag indicating if picking should be done for this object This flag has to be checked by your node if you implement picking

Definition at line 575 of file BaseNode.hh.


The documentation for this class was generated from the following file: