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/* Copyright (c)
* 2008-2009, Thomas McGuire <thomas.mcguire@student.uni-siegen.de>
* 2010, Stefan Eilemann <eile@eyescale.ch>
* 2010, Sarah Amsellem <sarah.amsellem@gmail.com>
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* - Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* - Neither the name of Eyescale Software GmbH nor the names of its
* contributors may be used to endorse or promote products derived from this
* software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef OSGSV_PIPE_H
#define OSGSV_PIPE_H
#define EQ_IGNORE_GLEW
#include <eq/eq.h>
#include "frameData.h"
#include <osg/MatrixTransform>
#include <osg/Matrix>
#include <osg/ref_ptr>
#include <osg/Node>
#include <osg/Image>
namespace osgScaleViewer
{
/**
* The Pipe holds the viewer and the frame data.
* Each frame, it updates the scene graph of the viewer with the
* new data of the frame data. The frame data is synced with the server.
*/
class Pipe : public eq::Pipe
{
public:
/**
* Creates a Pipe.
* @param parent the pipe's parent.
*/
Pipe( eq::Node* parent );
/**
* Gets the FrameData object.
* @return the frame data object.
*/
const FrameData& getFrameData() const;
protected:
virtual ~Pipe();
/**
* Creates the scene graph and registers the frame data, so it can be
* synced with the server later.
*/
virtual bool configInit( const eq::uint128_t& initID );
/**
* Deregisters the frame data.
*/
virtual bool configExit();
/**
* Syncs the frame data with the server and calls updateSceneGraph().
*/
virtual void frameStart( const eq::uint128_t& frameID,
const uint32_t frameNumber );
private:
FrameData _frameData;
};
}
#endif
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