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blender-archive/source/blender/freestyle/intern/scene_graph/NodeGroup.cpp
Campbell Barton 65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

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- Contributors

  This is often invalid, outdated or misleading
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2019-02-02 01:36:28 +11:00

120 lines
3.1 KiB
C++

/*
* 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.
*/
/** \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"
namespace Freestyle {
void NodeGroup::AddChild(Node *iChild)
{
if (NULL == iChild)
return;
_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;
// 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::DetachChildren()
{
vector<Node *>::iterator node;
for (node = _Children.begin(); node != _Children.end(); ++node) {
(*node)->release();
}
_Children.clear();
}
void NodeGroup::DetachChild(Node *iChild)
{
/* int found = 0; */ /* UNUSED */
vector<Node*>::iterator node;
for (node = _Children.begin(); node != _Children.end(); ++node) {
if ((*node) == iChild) {
(*node)->release();
_Children.erase(node);
/* found = 1; */ /* UNUSED */
break;
}
}
}
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());
}
return Node::UpdateBBox();
}
} /* namespace Freestyle */