From Eric Hammil, typo and spelling fixes
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@@ -22,8 +22,8 @@ namespace osg {
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typedef std::vector< ref_ptr<Node> > NodeList;
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/** General group node which maintains a list of children.
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Children are reference counted. This allows children to be shared
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with memory management handled automatically via osg::Referenced.
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* Children are reference counted. This allows children to be shared
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* with memory management handled automatically via osg::Referenced.
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*/
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class SG_EXPORT Group : public Node
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{
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@@ -32,7 +32,7 @@ class SG_EXPORT Group : public Node
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Group();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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Group(const Group&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_Node(osg, Group);
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@@ -43,57 +43,58 @@ class SG_EXPORT Group : public Node
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virtual void traverse(NodeVisitor& nv);
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/** Add Node to Group.
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* If node is not NULL and is not contained in Group then increment its
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* reference count, add it to the child list and dirty the bounding
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* sphere to force it to recompute on next getBound() and return true for success.
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* Otherwise return false. Scene nodes can't be added as child nodes.
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*/
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* If node is not NULL and is not contained in Group then increment its
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* reference count, add it to the child list and dirty the bounding
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* sphere to force it to recompute on next getBound() and return true for success.
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* Otherwise return false. Scene nodes can't be added as child nodes.
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*/
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virtual bool addChild( Node *child );
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/** Insert Node to Group at specific location.
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* The new child node is inserted into the child list
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* before the node at the specified index. No nodes
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* are removed from the group with this operation.
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*/
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* The new child node is inserted into the child list
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* before the node at the specified index. No nodes
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* are removed from the group with this operation.
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*/
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virtual bool insertChild( unsigned int index, Node *child );
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/** Remove Node from Group.
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* If Node is contained in Group then remove it from the child
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* list, decrement its reference count, and dirty the
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* bounding sphere to force it to recompute on next getBound() and
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* return true for success. If Node is not found then return false
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* and do not change the reference count of the Node.
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*/
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* If Node is contained in Group then remove it from the child
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* list, decrement its reference count, and dirty the
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* bounding sphere to force it to recompute on next getBound() and
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* return true for success. If Node is not found then return false
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* and do not change the reference count of the Node.
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*/
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virtual bool removeChild( Node *child );
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virtual bool removeChild(unsigned int pos,unsigned int numChildrenToRemove=1);
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/** Replace specified Node with another Node.
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* Equivalent to setChild(getChildIndex(orignChild),node),
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* see docs for setChild for futher details on implementation.*/
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* Equivalent to setChild(getChildIndex(orignChild),node)
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* See docs for setChild for futher details on implementation.
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*/
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virtual bool replaceChild( Node *origChild, Node* newChild );
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/** return the number of chilren nodes.*/
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/** Return the number of chilren nodes. */
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inline unsigned int getNumChildren() const { return _children.size(); }
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/** set child node at position i.
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* return true if set correctly, false on failure (if node==NULL || i is out of range).
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* When set can be successful applied, the algorithm is : decrement the reference count origNode and increments the
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* reference count of newNode, and dirty the bounding sphere
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* to force it to recompute on next getBound() and returns true.
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* If origNode is not found then return false and do not
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* add newNode. If newNode is NULL then return false and do
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* not remove origNode. Also returns false if newChild is a Scene node.
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*/
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/** Set child node at position i.
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* Return true if set correctly, false on failure (if node==NULL || i is out of range).
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* When Set can be successful applied, the algorithm is : decrement the reference count origNode and increment the
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* reference count of newNode, and dirty the bounding sphere
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* to force it to recompute on next getBound() and return true.
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* If origNode is not found then return false and do not
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* add newNode. If newNode is NULL then return false and do
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* not remove origNode. Also returns false if newChild is a Scene node.
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*/
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virtual bool setChild( unsigned int i, Node* node );
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/** return child node at position i.*/
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/** Return child node at position i. */
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inline Node* getChild( unsigned int i ) { return _children[i].get(); }
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/** return child node at position i.*/
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/** Return child node at position i. */
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inline const Node* getChild( unsigned int i ) const { return _children[i].get(); }
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/** return true if node is contained within Group.*/
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/** Return true if node is contained within Group. */
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inline bool containsNode( const Node* node ) const
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{
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@@ -108,7 +109,8 @@ class SG_EXPORT Group : public Node
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/** Get the index number of child, return a value between
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* 0 and _children.size()-1 if found, if not found then
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* return _children.size().*/
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* return _children.size().
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*/
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inline unsigned int getChildIndex( const Node* node ) const
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{
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for (unsigned int childNum=0;childNum<_children.size();++childNum)
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