/usr/include/osgUtil/StateGraph is in libopenscenegraph-dev 3.2.3+dfsg1-2+b4.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 | /* -*-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 OSGUTIL_STATEGRAPH
#define OSGUTIL_STATEGRAPH 1
#include <osg/Matrix>
#include <osg/Drawable>
#include <osg/StateSet>
#include <osg/State>
#include <osg/Light>
#include <osgUtil/RenderLeaf>
#include <set>
#include <vector>
#include <algorithm>
namespace osgUtil {
struct LessDepthSortFunctor
{
bool operator() (const osg::ref_ptr<RenderLeaf>& lhs,const osg::ref_ptr<RenderLeaf>& rhs)
{
return (lhs->_depth < rhs->_depth);
}
};
/** StateGraph - contained in a renderBin, defines the scene to be drawn.
*/
class OSGUTIL_EXPORT StateGraph : public osg::Referenced
{
public:
typedef std::map< const osg::StateSet*, osg::ref_ptr<StateGraph> > ChildList;
typedef std::vector< osg::ref_ptr<RenderLeaf> > LeafList;
StateGraph* _parent;
#ifdef OSGUTIL_RENDERBACKEND_USE_REF_PTR
osg::ref_ptr<const osg::StateSet> _stateset;
#else
const osg::StateSet* _stateset;
#endif
int _depth;
ChildList _children;
LeafList _leaves;
mutable float _averageDistance;
mutable float _minimumDistance;
osg::ref_ptr<osg::Referenced> _userData;
bool _dynamic;
StateGraph():
osg::Referenced(false),
_parent(NULL),
_stateset(NULL),
_depth(0),
_averageDistance(0),
_minimumDistance(0),
_userData(NULL),
_dynamic(false)
{
}
StateGraph(StateGraph* parent,const osg::StateSet* stateset):
osg::Referenced(false),
_parent(parent),
_stateset(stateset),
_depth(0),
_averageDistance(0),
_minimumDistance(0),
_userData(NULL),
_dynamic(false)
{
if (_parent) _depth = _parent->_depth + 1;
if (_parent && _parent->_dynamic) _dynamic = true;
else _dynamic = stateset->getDataVariance()==osg::Object::DYNAMIC;
}
~StateGraph() {}
StateGraph* cloneType() const { return new StateGraph; }
void setUserData(osg::Referenced* obj) { _userData = obj; }
osg::Referenced* getUserData() { return _userData.get(); }
const osg::Referenced* getUserData() const { return _userData.get(); }
void setStateSet(const osg::StateSet* stateset) { _stateset = stateset; }
#ifdef OSGUTIL_RENDERBACKEND_USE_REF_PTR
const osg::StateSet* getStateSet() const { return _stateset.get(); }
#else
const osg::StateSet* getStateSet() const { return _stateset; }
#endif
/** return true if all of drawables, lights and children are empty.*/
inline bool empty() const
{
return _leaves.empty() && _children.empty();
}
inline bool leaves_empty() const
{
return _leaves.empty();
}
inline float getAverageDistance() const
{
if (_averageDistance==FLT_MAX && !_leaves.empty())
{
_averageDistance = 0.0f;
for(LeafList::const_iterator itr=_leaves.begin();
itr!=_leaves.end();
++itr)
{
_averageDistance += (*itr)->_depth;
}
_averageDistance /= (float)_leaves.size();
}
return _averageDistance;
}
inline float getMinimumDistance() const
{
if (_minimumDistance==FLT_MAX && !_leaves.empty())
{
LeafList::const_iterator itr=_leaves.begin();
_minimumDistance = (*itr)->_depth;
++itr;
for(;
itr!=_leaves.end();
++itr)
{
if ((*itr)->_depth<_minimumDistance) _minimumDistance=(*itr)->_depth;
}
}
return _minimumDistance;
}
inline void sortFrontToBack()
{
std::sort(_leaves.begin(),_leaves.end(),LessDepthSortFunctor());
}
/** Reset the internal contents of a StateGraph, including deleting all children.*/
void reset();
/** Recursively clean the StateGraph of all its drawables, lights and depths.
* Leaves children intact, and ready to be populated again.*/
void clean();
/** Recursively prune the StateGraph of empty children.*/
void prune();
inline StateGraph* find_or_insert(const osg::StateSet* stateset)
{
// search for the appropriate state group, return it if found.
ChildList::iterator itr = _children.find(stateset);
if (itr!=_children.end()) return itr->second.get();
// create a state group and insert it into the children list
// then return the state group.
StateGraph* sg = new StateGraph(this,stateset);
_children[stateset] = sg;
return sg;
}
/** add a render leaf.*/
inline void addLeaf(RenderLeaf* leaf)
{
if (leaf)
{
_averageDistance = FLT_MAX; // signify dirty.
_minimumDistance = FLT_MAX; // signify dirty.
_leaves.push_back(leaf);
leaf->_parent = this;
if (_dynamic) leaf->_dynamic = true;
}
}
static inline void moveStateGraph(osg::State& state,StateGraph* sg_curr,StateGraph* sg_new)
{
if (sg_new==sg_curr || sg_new==NULL) return;
if (sg_curr==NULL)
{
// use return path to trace back steps to sg_new.
std::vector<StateGraph*> return_path;
return_path.reserve(sg_new->_depth+1);
// need to pop back root render graph.
do
{
return_path.push_back(sg_new);
sg_new = sg_new->_parent;
} while (sg_new);
for(std::vector<StateGraph*>::reverse_iterator itr=return_path.rbegin();
itr!=return_path.rend();
++itr)
{
StateGraph* rg = (*itr);
if (rg->getStateSet()) state.pushStateSet(rg->getStateSet());
}
return;
}
// first handle the typical case which is two state groups
// are neighbours.
if (sg_curr->_parent==sg_new->_parent)
{
// state has changed so need to pop old state.
if (sg_curr->getStateSet()) state.popStateSet();
// and push new state.
if (sg_new->getStateSet()) state.pushStateSet(sg_new->getStateSet());
return;
}
// need to pop back up to the same depth as the new state group.
while (sg_curr->_depth>sg_new->_depth)
{
if (sg_curr->getStateSet()) state.popStateSet();
sg_curr = sg_curr->_parent;
}
// use return path to trace back steps to sg_new.
std::vector<StateGraph*> return_path;
return_path.reserve(sg_new->_depth+1);
// need to pop back up to the same depth as the curr state group.
while (sg_new->_depth>sg_curr->_depth)
{
return_path.push_back(sg_new);
sg_new = sg_new->_parent;
}
// now pop back up both parent paths until they agree.
// DRT - 10/22/02
// should be this to conform with above case where two StateGraph
// nodes have the same parent
while (sg_curr != sg_new)
{
if (sg_curr->getStateSet()) state.popStateSet();
sg_curr = sg_curr->_parent;
return_path.push_back(sg_new);
sg_new = sg_new->_parent;
}
for(std::vector<StateGraph*>::reverse_iterator itr=return_path.rbegin();
itr!=return_path.rend();
++itr)
{
StateGraph* rg = (*itr);
if (rg->getStateSet()) state.pushStateSet(rg->getStateSet());
}
}
inline static void moveToRootStateGraph(osg::State& state,StateGraph* sg_curr)
{
// need to pop back all statesets and matrices.
while (sg_curr)
{
if (sg_curr->getStateSet()) state.popStateSet();
sg_curr = sg_curr->_parent;
}
}
inline static int numToPop(StateGraph* sg_curr)
{
int numToPop = 0;
// need to pop back all statesets and matrices.
while (sg_curr)
{
if (sg_curr->getStateSet()) ++numToPop;
sg_curr = sg_curr->_parent;
}
return numToPop;
}
private:
/// disallow copy construction.
StateGraph(const StateGraph&):osg::Referenced() {}
/// disallow copy operator.
StateGraph& operator = (const StateGraph&) { return *this; }
};
}
#endif
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