osg::UniformCallback inherits osg::Callback now. I don't really now if this class should be inside osgWrappers/serializers because StateAttributeCallback is not presented there, but i've included it in the patch. Please see archive in the attachment. PS DEEP_COPY_UNIFORMS works for me. " Note from Robert Osfield, added typedef UniformCallback Callback for backwards compatibility. git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14885 16af8721-9629-0410-8352-f15c8da7e697
129 lines
3.7 KiB
C++
129 lines
3.7 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/Node>
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#include <osg/NodeVisitor>
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#include <osg/ScriptEngine>
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using namespace osg;
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Callback
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//
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bool Callback::traverse(Object* object, Object* data)
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{
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if (_nestedCallback.valid()) return _nestedCallback->run(object, data);
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else
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{
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#if 1
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osg::Node* node = dynamic_cast<osg::Node*>(object);
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osg::NodeVisitor* nv = dynamic_cast<osg::NodeVisitor*>(data);
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#else
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osg::Node* node = object ? data->asNode() : 0;
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osg::NodeVisitor* nv = data ? data->asNodeVisitor() : 0;
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#endif
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if (node && nv)
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{
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nv->traverse(*node);
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return true;
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}
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else return false;
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// CallbackObject
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//
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bool CallbackObject::run(osg::Object* object, osg::Object* data)
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{
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osg::Parameters inputParameters, outputParameters;
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if (data && data->referenceCount()>=1)
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{
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inputParameters.push_back(data);
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}
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return run(object,inputParameters, outputParameters);
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}
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bool CallbackObject::run(osg::Object* object, osg::Parameters& inputParameters, osg::Parameters& outputParameters) const
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{
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OSG_NOTICE<<"CallbackObject::run(object="<<object<<")"<<std::endl;
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return false;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// NodeCallback
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//
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bool NodeCallback::run(osg::Object* object, osg::Object* data)
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{
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osg::Node* node = dynamic_cast<osg::Node*>(object);
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osg::NodeVisitor* nv = dynamic_cast<osg::NodeVisitor*>(data);
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if (node && nv)
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{
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operator()(node, nv);
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return true;
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}
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else
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{
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return traverse(object, data);
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}
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}
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void NodeCallback::operator()(Node* node, NodeVisitor* nv)
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{
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// note, callback is responsible for scenegraph traversal so
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// they must call traverse(node,nv) to ensure that the
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// scene graph subtree (and associated callbacks) are traversed.
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traverse(node,nv);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// StateAttributeCallback
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//
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bool StateAttributeCallback::run(osg::Object* object, osg::Object* data)
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{
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osg::StateAttribute* sa = dynamic_cast<osg::StateAttribute*>(object);
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osg::NodeVisitor* nv = dynamic_cast<osg::NodeVisitor*>(data);
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if (sa && nv)
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{
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operator()(sa, nv);
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return true;
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}
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else
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{
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return traverse(object, data);
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// UniformCallback
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//
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bool UniformCallback::run(osg::Object* object, osg::Object* data)
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{
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osg::Uniform* uniform = dynamic_cast<osg::Uniform*>(object);
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osg::NodeVisitor* nv = dynamic_cast<osg::NodeVisitor*>(data);
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if (uniform && nv)
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{
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operator()(uniform, nv);
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return true;
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}
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else
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{
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return traverse(object, data);
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}
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}
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