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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library 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 
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSG_SWITCH
#define OSG_SWITCH 1

#include <osg/Group>

namespace osg {

/** Switch is a Group node that allows switching between children.
  * Typical uses would be for objects which might need to be rendered
  * differently at different times, for instance a switch could be used 
  * to represent the different states of a traffic light.
*/
class OSG_EXPORT Switch : public Group
{
    public :
        

        Switch();

        /** Copy constructor using CopyOp to manage deep vs shallow copy. */
        Switch(const Switch&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);

        virtual Switch* asSwitch() { return this; }
        virtual const Switch* asSwitch() const { return this; }


        META_Node(osg, Switch);

        virtual void traverse(NodeVisitor& nv);
        
        void setNewChildDefaultValue(bool value) { _newChildDefaultValue = value; }
        
        bool getNewChildDefaultValue() const { return _newChildDefaultValue; }

        virtual bool addChild( Node *child );

        virtual bool addChild( Node *child, bool value );

        virtual bool insertChild( unsigned int index, Node *child );

        virtual bool insertChild( unsigned int index, Node *child, bool value );

        virtual bool removeChildren(unsigned int pos,unsigned int numChildrenToRemove);


        void setValue(unsigned int pos,bool value);

        bool getValue(unsigned int pos) const;

        void setChildValue(const Node* child,bool value);
        
        bool getChildValue(const Node* child) const;

        /** Set all the children off (false), and set the new default child
          * value to off (false). */
        bool setAllChildrenOff();
        
        /** Set all the children on (true), and set the new default child
          * value to on (true). */
        bool setAllChildrenOn();
        
        /** Set a single child on, switch off all other children. */
        bool setSingleChildOn(unsigned int pos);
        

        typedef std::vector<bool>   ValueList;
        
        void setValueList(const ValueList& values) { _values=values; }

        const ValueList& getValueList() const { return _values; }

        virtual BoundingSphere computeBound() const;

    protected :
    
        virtual ~Switch() {}

        // This is effectively a bit mask.
        bool        _newChildDefaultValue;
        ValueList   _values;
};

}

#endif