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2025-04-15 12:08:08 +10:00

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C++

/* SPDX-FileCopyrightText: 2012-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \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.
*/
#include "NodeGroup.h"
namespace Freestyle {
void NodeGroup::AddChild(Node *iChild)
{
if (nullptr == 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)
{
// bool found = false; /* UNUSED. */
vector<Node *>::iterator node;
for (node = _Children.begin(); node != _Children.end(); ++node) {
if ((*node) == iChild) {
(*node)->release();
_Children.erase(node);
// found = true; /* 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 */