Another mega (literally :p) code clean-up patch by Bastien Montagne, thanks again!

This commit is contained in:
2012-12-28 20:21:05 +00:00
parent 9fe9c1d643
commit e5791cf48e
104 changed files with 17403 additions and 15356 deletions

View File

@@ -1,122 +1,126 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2010 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
//
// Copyright (C) : Please refer to the COPYRIGHT file distributed
// with this source distribution.
//
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//
///////////////////////////////////////////////////////////////////////////////
/** \file blender/freestyle/intern/scene_graph/NodeGroup.cpp
* \ingroup freestyle
* \brief Class to represent a group node. This node can contains several children.
* \brief It also contains a transform matrix indicating the transform state of the underlying children.
* \author Stephane Grabli
* \date 24/01/2002
*/
#include "NodeGroup.h"
void NodeGroup::AddChild(Node *iChild)
{
if(NULL == iChild)
return;
if (NULL == iChild)
return;
_Children.push_back(iChild);
iChild->addRef();
_Children.push_back(iChild);
iChild->addRef();
}
int NodeGroup::destroy()
{
/*! Node::destroy makes a release on the object
* and then returns the reference counter.
* If the reference counter is equal to 0,
* that means that nobody else is linking
* this node group and that we can destroy the whole
* underlying tree.
* Else, one or several Node link this node group,
* and we only returns the reference counter
* decremented by Node::destroy();
*/
int refThis = Node::destroy();
// if refThis != 0, we can't destroy the tree
if(0 != refThis)
return refThis;
/*! Node::destroy makes a release on the object and then returns the reference counter.
* If the reference counter is equal to 0, that means that nobody else is linking this node group and
* that we can destroy the whole underlying tree.
* Else, one or several Node link this node group, and we only returns the reference counter
* decremented by Node::destroy();
*/
int refThis = Node::destroy();
// If we are here, that means that nobody else
// needs our NodeGroup and we can destroy it.
int refCount = 0;
vector<Node *>::iterator node;
for(node=_Children.begin(); node!=_Children.end(); node++)
{
refCount = (*node)->destroy();
if(0 == refCount)
delete (*node);
}
// if refThis != 0, we can't destroy the tree
if (0 != refThis)
return refThis;
_Children.clear();
return refThis;
// If we are here, that means that nobody else needs our NodeGroup and we can destroy it.
int refCount = 0;
vector<Node *>::iterator node;
for (node = _Children.begin(); node != _Children.end(); ++node) {
refCount = (*node)->destroy();
if (0 == refCount)
delete (*node);
}
_Children.clear();
return refThis;
}
void NodeGroup::accept(SceneVisitor& v) {
v.visitNodeGroup(*this);
v.visitNodeGroupBefore(*this);
for(vector<Node *>::iterator node=_Children.begin(), end=_Children.end();
node!=end;
node++)
(*node)->accept(v);
v.visitNodeGroupAfter(*this);
void NodeGroup::accept(SceneVisitor& v)
{
v.visitNodeGroup(*this);
v.visitNodeGroupBefore(*this);
for (vector<Node *>::iterator node = _Children.begin(), end = _Children.end(); node != end; ++node)
(*node)->accept(v);
v.visitNodeGroupAfter(*this);
}
void NodeGroup::DetachChildren()
{
vector<Node *>::iterator node;
for(node=_Children.begin(); node!=_Children.end(); node++)
{
(*node)->release();
}
vector<Node *>::iterator node;
_Children.clear();
for (node = _Children.begin(); node != _Children.end(); ++node) {
(*node)->release();
}
_Children.clear();
}
void NodeGroup::DetachChild(Node *iChild)
{
int found = 0;
vector<Node*>::iterator node;
for(node=_Children.begin(); node!=_Children.end(); node++)
{
if((*node) == iChild)
{
(*node)->release();
_Children.erase(node);
found = 1;
break;
}
}
int found = 0;
vector<Node*>::iterator node;
for (node = _Children.begin(); node != _Children.end(); ++node) {
if ((*node) == iChild) {
(*node)->release();
_Children.erase(node);
found = 1;
break;
}
}
}
void NodeGroup::RetrieveChildren(vector<Node*>& oNodes){
oNodes = _Children;
void NodeGroup::RetrieveChildren(vector<Node*>& oNodes)
{
oNodes = _Children;
}
const BBox<Vec3r>& NodeGroup::UpdateBBox()
{
vector<Node *>::iterator node;
clearBBox();
for(node=_Children.begin(); node!=_Children.end(); node++)
{
AddBBox((*node)->UpdateBBox());
}
vector<Node *>::iterator node;
clearBBox();
for (node = _Children.begin(); node != _Children.end(); ++node) {
AddBBox((*node)->UpdateBBox());
}
return Node::UpdateBBox();
return Node::UpdateBBox();
}