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此仓库是为了提升国内下载速度的镜像仓库,每日同步一次。 原始仓库: https://github.com/openscenegraph/OpenSceneGraph
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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; }
using osg::Group::addChild;
using osg::Group::insertChild;
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
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