Developer Documentation

SceneGraph.cc
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40 \*===========================================================================*/
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46
47 //=============================================================================
48 //
49 // CLASS SceneGraph - IMPLEMENTATION
50 //
51 //=============================================================================
52
53 //== INCLUDES =================================================================
54
55
56 #include <ACG/Scenegraph/SceneGraph.hh>
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
104 bool PickAction::operator()(BaseNode* _node)
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 //=============================================================================
ACG::GLState
Definition: GLState.hh:213
ACG
Namespace providing different geometric functions concerning angles.
Definition: BaseObjectData.hh:68
ACG::SceneGraph::ACG::GLState::disable
static void disable(GLenum _cap, bool _warnRemoved=true)
replaces glDisable, but supports locking
ACG::SceneGraph::BaseNode::pick
virtual void pick(GLState &, PickTarget)
Definition: BaseNode.hh:254
SceneGraph
Definition: QtPrincipalAxisDialog.hh:67
ACG::SceneGraph::traverse_all
void traverse_all(BaseNode *_node, Action &_action)
Definition: SceneGraph.hh:202
ACG::SceneGraph::FindNodeAction::node_ptr
BaseNode * node_ptr()
Get the pointer of the node (is 0 if node was not found)
Definition: SceneGraph.hh:542
ACG::SceneGraph::FindNodeAction
Definition: SceneGraph.hh:523
ACG::SceneGraph::find_node
BaseNode * find_node(BaseNode *_root, unsigned int _node_idx)
Find a node in the scene graph.
Definition: SceneGraph.cc:77
ACG::GLState::pick_push_name
void pick_push_name(size_t _idx)
creates a new name the stack (like glPushName())
Definition: GLState.cc:1090
ACG::SceneGraph::BaseNode
Definition: BaseNode.hh:104
ACG::GLState::pick_pop_name
void pick_pop_name()
pops the current name from the stack (like glPopName())
Definition: GLState.cc:1097
ACG::SceneGraph::find_hidden_node
BaseNode * find_hidden_node(BaseNode *_root, unsigned int _node_idx)
Find a node in the scene graph.
Definition: SceneGraph.cc:93
ACG::SceneGraph::BaseNode::id
unsigned int id() const
Definition: BaseNode.hh:423
SceneGraph.hh
ACG::SceneGraph::PickAction::operator()
bool operator()(BaseNode *_node)
Definition: SceneGraph.cc:104
ACG::SceneGraph::BaseNode::pickingEnabled
bool pickingEnabled()
Definition: BaseNode.hh:269
ACG::SceneGraph::ACG::GLState::shadeModel
static void shadeModel(GLenum _mode)
replaces glShadeModel, supports locking
ACG::SceneGraph::traverse
void traverse(BaseNode *_node, Action &_action)
Definition: SceneGraph.hh:137