Files
test2/source/blender/freestyle/intern/scene_graph/NodeGroup.cpp
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

111 lines
2.5 KiB
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)
{
/* 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 */