Developer Documentation
SceneGraph.cc
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46 
47 //=============================================================================
48 //
49 // CLASS SceneGraph - IMPLEMENTATION
50 //
51 //=============================================================================
52 
53 //== INCLUDES =================================================================
54 
55 
57 
58 
59 //== NAMESPACES ==============================================================
60 
61 namespace ACG {
62 namespace SceneGraph {
63 
64 
65 //== IMPLEMENTATION ==========================================================
66 
77 BaseNode* find_node(BaseNode* _root, unsigned int _node_idx)
78 {
79  FindNodeAction action(_node_idx);
80  traverse(_root, action);
81  return action.node_ptr();
82 }
83 
84 
85 //----------------------------------------------------------------------------
86 
93 BaseNode* find_hidden_node(BaseNode* _root, unsigned int _node_idx)
94 {
95  FindNodeAction action(_node_idx);
96  traverse_all(_root, action);
97  return action.node_ptr();
98 }
99 
100 
101 //----------------------------------------------------------------------------
102 
103 
105 {
106  // If picking is disabled for the given Node, return here
107  // As this is not a failure return true;
108  if ( !_node->pickingEnabled() )
109  return true;
110 
111  ACG::GLState::disable(GL_DITHER);
112 
113  if (state_.compatibilityProfile())
114  {
115  ACG::GLState::disable(GL_LIGHTING);
116  ACG::GLState::shadeModel(GL_FLAT);
117  }
118 
119  state_.pick_push_name ((GLuint) _node->id());
120 
121  _node->pick(state_, pickTarget_);
122 
123  state_.pick_pop_name ();
124  return true;
125 }
126 
127 bool PickAction::operator()(BaseNode* _node, GLState& /*_state*/) {
128  return operator()(_node);
129 }
130 
131 
132 //=============================================================================
133 } // namespace SceneGraph
134 } // namespace ACG
135 //=============================================================================
Namespace providing different geometric functions concerning angles.
void pick_pop_name()
pops the current name from the stack (like glPopName())
Definition: GLState.cc:1097
static void disable(GLenum _cap, bool _warnRemoved=true)
replaces glDisable, but supports locking
void pick_push_name(size_t _idx)
creates a new name the stack (like glPushName())
Definition: GLState.cc:1090
void traverse_all(BaseNode *_node, Action &_action)
Definition: SceneGraph.hh:202
static void shadeModel(GLenum _mode)
replaces glShadeModel, supports locking
BaseNode * node_ptr()
Get the pointer of the node (is 0 if node was not found)
Definition: SceneGraph.hh:542
void traverse(BaseNode *_node, Action &_action)
Definition: SceneGraph.hh:137
BaseNode * find_node(BaseNode *_root, unsigned int _node_idx)
Find a node in the scene graph.
Definition: SceneGraph.cc:77
bool operator()(BaseNode *_node)
Definition: SceneGraph.cc:104
BaseNode * find_hidden_node(BaseNode *_root, unsigned int _node_idx)
Find a node in the scene graph.
Definition: SceneGraph.cc:93
unsigned int id() const
Definition: BaseNode.hh:423
virtual void pick(GLState &, PickTarget)
Definition: BaseNode.hh:254