/* -*-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. */ #include #include #include #include #include #include using namespace osgShadow; ShadowedScene::ShadowedScene(ShadowTechnique* st): _receivesShadowTraversalMask(0xffffffff), _castsShadowTraversalMask(0xffffffff) { setNumChildrenRequiringUpdateTraversal(1); if (st) setShadowTechnique(st); } ShadowedScene::ShadowedScene(const ShadowedScene& copy, const osg::CopyOp& copyop): osg::Group(copy,copyop), _receivesShadowTraversalMask(copy._receivesShadowTraversalMask), _castsShadowTraversalMask(copy._castsShadowTraversalMask) { setNumChildrenRequiringUpdateTraversal(getNumChildrenRequiringUpdateTraversal()+1); if (copy._shadowTechnique.valid()) { setShadowTechnique( dynamic_cast(copy._shadowTechnique->clone(copyop)) ); } } ShadowedScene::~ShadowedScene() { setShadowTechnique(0); } void ShadowedScene::traverse(osg::NodeVisitor& nv) { if (_shadowTechnique.valid()) { _shadowTechnique->traverse(nv); } else { osg::Group::traverse(nv); } } void ShadowedScene::setShadowTechnique(ShadowTechnique* technique) { if (_shadowTechnique == technique) return; if (_shadowTechnique.valid()) { _shadowTechnique->cleanSceneGraph(); _shadowTechnique->_shadowedScene = 0; } _shadowTechnique = technique; if (_shadowTechnique.valid()) { _shadowTechnique->_shadowedScene = this; _shadowTechnique->dirty(); } } void ShadowedScene::cleanSceneGraph() { if (_shadowTechnique.valid()) { _shadowTechnique->cleanSceneGraph(); } } void ShadowedScene::dirty() { if (_shadowTechnique.valid()) { _shadowTechnique->dirty(); } }