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ACG::SceneGraph::SwitchNode Class Reference
Inheritance diagram for ACG::SceneGraph::SwitchNode:
ACG::SceneGraph::SeparatorNode ACG::SceneGraph::BaseNode

Public Member Functions

 SwitchNode (BaseNode *_parent=0, const std::string &_name="<SwitchNode>")
 Constructor.
 
virtual ~SwitchNode ()
 Destructor.
 
 ACG_CLASSNAME (SwitchNode)
 
- Public Member Functions inherited from ACG::SceneGraph::SeparatorNode
 SeparatorNode (BaseNode *_parent=0, const std::string &_name="<separator>")
 Constructor.
 
virtual ~SeparatorNode ()
 Destructor.
 
 ACG_CLASSNAME (SeparatorNode)
 
- Public Member Functions inherited from ACG::SceneGraph::BaseNode
 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 enter (IRenderer *, GLState &_state, const DrawModes::DrawMode &_drawMode)
 
virtual void draw (GLState &, const DrawModes::DrawMode &)
 Draw this node using the draw modes _drawMode.
 
virtual void getRenderObjects (IRenderer *_renderer, GLState &_state, const DrawModes::DrawMode &_drawMode, const Material *_mat)
 Deferred draw call with shader based renderer.
 
virtual void leave (GLState &, const DrawModes::DrawMode &)
 
virtual void leave (IRenderer *, GLState &_state, const DrawModes::DrawMode &_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)
 
size_t nChildren () const
 number of children
 
ChildIter find (BaseNode *_node)
 
BaseNodefind (const std::string &_name)
 
BaseNodeparent ()
 Get the nodes parent node.
 
const BaseNodeparent () const
 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.
 
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.
 
void setRenderObjectShaders (const std::string &_vertexShaderFile, const std::string &_geometryShaderFile, const std::string &_fragmentShaderFile, bool _relativePaths=true, DrawModes::DrawModePrimitive _primitiveType=DrawModes::PRIMITIVE_POLYGON)
 Set custom shaders.
 
void setRenderObjectShaders (const std::string &_vertexShaderFile, const std::string &_tessControlShaderFile, const std::string &_tessEvalShaderFile, const std::string &_geometryShaderFile, const std::string &_fragmentShaderFile, bool _relativePaths=true, DrawModes::DrawModePrimitive _primitiveType=DrawModes::PRIMITIVE_POLYGON)
 Set custom shaders.
 
void setRenderObjectUniformPool (const GLSL::UniformPool *_pool)
 Set uniforms for shader based rendering.
 
const GLSL::UniformPoolgetRenderObjectUniformPool ()
 Get uniforms for shader based rendering.
 
void setRenderObjectTexture (int _samplerSlot, GLuint _texId, GLenum _texType=GL_TEXTURE_2D)
 Set textures for shader based rendering.
 
void setRenderObjectModifier (RenderObjectModifier *_modifier)
 Set modifier for render objects.
 
RenderObjectModifiergetRenderObjectModifier ()
 Get render-object modifier.
 
void applyRenderObjectSettings (DrawModes::DrawModePrimitive _primitive, RenderObject *_obj) const
 Set shaders, textures and uniforms as provided by user to a render-object.
 

Additional Inherited Members

- Public Types inherited from ACG::SceneGraph::BaseNode
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::vector< BaseNode * >::const_iterator ConstChildIter
 allows to iterate over children
 
typedef std::vector< BaseNode * >::iterator ChildIter
 allows to iterate over children
 
typedef std::vector< BaseNode * >::const_reverse_iterator ConstChildRIter
 allows to reverse iterate over children
 
typedef std::vector< BaseNode * >::reverse_iterator ChildRIter
 allows to reverse iterate over children
 
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. More...
 
typedef unsigned int MultipassBitMask
 Multipass pass bit mask type.
 

Detailed Description

Definition at line 68 of file SwitchNode.hh.

Constructor & Destructor Documentation

◆ SwitchNode()

ACG::SceneGraph::SwitchNode::SwitchNode ( BaseNode _parent = 0,
const std::string &  _name = "<SwitchNode>" 
)
inline

Constructor.

Definition at line 73 of file SwitchNode.hh.

◆ ~SwitchNode()

virtual ACG::SceneGraph::SwitchNode::~SwitchNode ( )
inlinevirtual

Destructor.

Definition at line 80 of file SwitchNode.hh.


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