Another mega (literally :p) code clean-up patch by Bastien Montagne, thanks again!
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@@ -1,122 +1,126 @@
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2010 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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//
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// Copyright (C) : Please refer to the COPYRIGHT file distributed
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// with this source distribution.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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//
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///////////////////////////////////////////////////////////////////////////////
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/** \file blender/freestyle/intern/scene_graph/NodeGroup.cpp
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* \ingroup freestyle
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* \brief Class to represent a group node. This node can contains several children.
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* \brief It also contains a transform matrix indicating the transform state of the underlying children.
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* \author Stephane Grabli
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* \date 24/01/2002
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*/
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#include "NodeGroup.h"
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void NodeGroup::AddChild(Node *iChild)
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{
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if(NULL == iChild)
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return;
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if (NULL == iChild)
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return;
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_Children.push_back(iChild);
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iChild->addRef();
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_Children.push_back(iChild);
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iChild->addRef();
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}
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int NodeGroup::destroy()
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{
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/*! Node::destroy makes a release on the object
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* and then returns the reference counter.
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* If the reference counter is equal to 0,
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* that means that nobody else is linking
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* this node group and that we can destroy the whole
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* underlying tree.
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* Else, one or several Node link this node group,
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* and we only returns the reference counter
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* decremented by Node::destroy();
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*/
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int refThis = Node::destroy();
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// if refThis != 0, we can't destroy the tree
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if(0 != refThis)
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return refThis;
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/*! Node::destroy makes a release on the object and then returns the reference counter.
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* If the reference counter is equal to 0, that means that nobody else is linking this node group and
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* that we can destroy the whole underlying tree.
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* Else, one or several Node link this node group, and we only returns the reference counter
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* decremented by Node::destroy();
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*/
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int refThis = Node::destroy();
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// If we are here, that means that nobody else
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// needs our NodeGroup and we can destroy it.
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int refCount = 0;
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vector<Node *>::iterator node;
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for(node=_Children.begin(); node!=_Children.end(); node++)
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{
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refCount = (*node)->destroy();
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if(0 == refCount)
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delete (*node);
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}
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// if refThis != 0, we can't destroy the tree
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if (0 != refThis)
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return refThis;
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_Children.clear();
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return refThis;
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// If we are here, that means that nobody else needs our NodeGroup and we can destroy it.
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int refCount = 0;
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vector<Node *>::iterator node;
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for (node = _Children.begin(); node != _Children.end(); ++node) {
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refCount = (*node)->destroy();
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if (0 == refCount)
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delete (*node);
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}
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_Children.clear();
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return refThis;
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}
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void NodeGroup::accept(SceneVisitor& v) {
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v.visitNodeGroup(*this);
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v.visitNodeGroupBefore(*this);
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for(vector<Node *>::iterator node=_Children.begin(), end=_Children.end();
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node!=end;
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node++)
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(*node)->accept(v);
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v.visitNodeGroupAfter(*this);
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void NodeGroup::accept(SceneVisitor& v)
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{
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v.visitNodeGroup(*this);
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v.visitNodeGroupBefore(*this);
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for (vector<Node *>::iterator node = _Children.begin(), end = _Children.end(); node != end; ++node)
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(*node)->accept(v);
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v.visitNodeGroupAfter(*this);
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}
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void NodeGroup::DetachChildren()
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{
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vector<Node *>::iterator node;
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for(node=_Children.begin(); node!=_Children.end(); node++)
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{
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(*node)->release();
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}
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vector<Node *>::iterator node;
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_Children.clear();
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for (node = _Children.begin(); node != _Children.end(); ++node) {
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(*node)->release();
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}
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_Children.clear();
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}
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void NodeGroup::DetachChild(Node *iChild)
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{
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int found = 0;
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vector<Node*>::iterator node;
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for(node=_Children.begin(); node!=_Children.end(); node++)
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{
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if((*node) == iChild)
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{
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(*node)->release();
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_Children.erase(node);
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found = 1;
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break;
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}
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}
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int found = 0;
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vector<Node*>::iterator node;
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for (node = _Children.begin(); node != _Children.end(); ++node) {
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if ((*node) == iChild) {
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(*node)->release();
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_Children.erase(node);
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found = 1;
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break;
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}
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}
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}
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void NodeGroup::RetrieveChildren(vector<Node*>& oNodes){
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oNodes = _Children;
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void NodeGroup::RetrieveChildren(vector<Node*>& oNodes)
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{
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oNodes = _Children;
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}
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const BBox<Vec3r>& NodeGroup::UpdateBBox()
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{
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vector<Node *>::iterator node;
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clearBBox();
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for(node=_Children.begin(); node!=_Children.end(); node++)
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{
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AddBBox((*node)->UpdateBBox());
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}
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vector<Node *>::iterator node;
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clearBBox();
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for (node = _Children.begin(); node != _Children.end(); ++node) {
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AddBBox((*node)->UpdateBBox());
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}
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return Node::UpdateBBox();
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return Node::UpdateBBox();
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}
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