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Traverse.cpp
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Traverse.cpp
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#include "Traverse.h"
#include "scenelib.h"
#include "ibrush.h"
#include "ipatch.h"
namespace scene
{
class IncludeSelectedWalker :
public scene::NodeVisitor
{
scene::NodeVisitor& m_walker;
const std::set<scene::INode*> *m_subsetOverride;
mutable std::size_t m_selected;
mutable bool m_skip;
bool isSelected(const scene::INodePtr& node) const {
if (m_subsetOverride)
return m_subsetOverride->count(node.get());
else
return Node_isSelected(node);
}
bool hasSelectedParent() const {
return m_selected != 0;
}
bool hasSelectedChildren(const scene::INodePtr& node) const {
bool selected = false;
node->foreachNode([&] (const scene::INodePtr& child) -> bool {
if (isSelected(child)) {
selected = true;
return false; // stop searching
}
return true;
});
return selected;
}
public:
IncludeSelectedWalker(scene::NodeVisitor& walker) :
m_walker(walker),
m_subsetOverride(nullptr),
m_selected(0),
m_skip(false)
{}
//stgatilov: override subset of selected nodes
void overrideSelectedSubset(const std::set<scene::INode*> &nodes) {
m_subsetOverride = &nodes;
}
virtual bool pre(const scene::INodePtr& node) {
// include node if:
// node is not a 'root' AND ( node is selected OR any child of node is selected OR any parent of node is selected )
if (!node->isRoot() && (isSelected(node) || hasSelectedChildren(node) || hasSelectedParent()))
{
if (isSelected(node))
{
++m_selected;
}
m_walker.pre(node);
return true;
}
else {
m_skip = true;
return false;
}
}
virtual void post(const scene::INodePtr& node) {
if (m_skip) {
m_skip = false;
}
else {
if (isSelected(node)) {
--m_selected;
}
m_walker.post(node);
}
}
};
void traverseSelected(const scene::INodePtr& root, scene::NodeVisitor& nodeExporter)
{
// Create a wrapper which calls the nodeExporter only for selected and related items
IncludeSelectedWalker visitor(nodeExporter);
root->traverseChildren(visitor);
}
void traverse(const scene::INodePtr& root, scene::NodeVisitor& nodeExporter)
{
// Just traverse the root using the given nodeExporter, no special rules
root->traverseChildren(nodeExporter);
}
void foreachVisibleFace(const std::function<void(IFace&)>& functor)
{
GlobalSceneGraph().root()->foreachNode([&](const scene::INodePtr& node)->bool
{
if (Node_isBrush(node) && node->visible())
{
auto* brush = Node_getIBrush(node);
for (std::size_t i = 0; i < brush->getNumFaces(); ++i)
{
auto& face = brush->getFace(i);
if (face.isVisible())
{
functor(face);
}
}
}
return true;
});
}
void foreachVisiblePatch(const std::function<void(const IPatchNodePtr&)>& functor)
{
GlobalSceneGraph().root()->foreachNode([&](const scene::INodePtr& node)->bool
{
if (Node_isPatch(node) && node->visible())
{
functor(std::dynamic_pointer_cast<IPatchNode>(node));
}
return true;
});
}
std::function<void(const scene::INodePtr&, scene::NodeVisitor&)> traverseSubset(const std::set<scene::INode*> &nodes) {
//note: copy nodes set into lambda
auto functor = [nodes](const scene::INodePtr& root, scene::NodeVisitor& nodeExporter) {
IncludeSelectedWalker visitor(nodeExporter);
visitor.overrideSelectedSubset(nodes);
root->traverseChildren(visitor);
};
return functor;
}
} // namespace map