///
/// This file is part of ILNumerics Community Edition.
///
/// ILNumerics Community Edition - high performance computing for applications.
/// Copyright (C) 2006 - 2012 Haymo Kutschbach, http://ilnumerics.net
///
/// ILNumerics Community Edition is free software: you can redistribute it and/or modify
/// it under the terms of the GNU General Public License version 3 as published by
/// the Free Software Foundation.
///
/// ILNumerics Community Edition 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
/// GNU General Public License for more details.
///
/// You should have received a copy of the GNU General Public License
/// along with ILNumerics Community Edition. See the file License.txt in the root
/// of your distribution package. If not, see .
///
/// In addition this software uses the following components and/or licenses:
///
/// =================================================================================
/// The Open Toolkit Library License
///
/// Copyright (c) 2006 - 2009 the Open Toolkit library.
///
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights to
/// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
/// the Software, and to permit persons to whom the Software is furnished to do
/// so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in all
/// copies or substantial portions of the Software.
///
/// =================================================================================
///
using System;
using System.Collections.Generic;
using System.Collections;
using System.Text;
using ILNumerics.Drawing.Collections;
using ILNumerics.Drawing.Shapes;
using ILNumerics.Drawing;
namespace ILNumerics.Drawing.Graphs {
///
/// abstract base class for all scene graph nodes
///
public abstract class ILSceneGraphNode :
//ICollection,
IEnumerable
,IEnumerable {
#region attributes
protected ILSceneGraphNode m_parent;
protected ILPoint3Df m_center;
protected ILPoint3Df m_positionMin;
protected ILPoint3Df m_positionMax;
protected bool m_invalidated;
protected bool m_visible;
protected ILPanel m_panel; // needed for camera position
protected bool m_eventingSuspended;
#endregion
#region constructors
internal ILSceneGraphNode(ILPanel panel) {
m_panel = panel;
m_invalidated = true;
m_visible = true;
}
#endregion
#region eventing
///
/// fires when the size of the cube tigthly enclosing the shape has changed
///
public event EventHandler SizeChanged;
protected virtual void OnSizeChanged() {
if (SizeChanged != null && !m_eventingSuspended)
SizeChanged(this, new EventArgs());
}
///
/// fires when the (size)cache of the node was invalidated
///
public event EventHandler Invalidated;
protected virtual void OnInvalidated() {
if (Invalidated != null && !m_eventingSuspended)
Invalidated(this, new EventArgs());
}
protected virtual void OnNodeAdded(ILSceneGraphNode node) {
if (m_parent != null && !m_eventingSuspended) {
m_parent.OnNodeAdded(node);
}
}
protected virtual void OnNodeRemoved(ILSceneGraphNode node) {
if (m_parent != null && !m_eventingSuspended) {
m_parent.OnNodeRemoved(node);
}
}
///
/// stop firing events from this node
///
public void EventingSuspend() {
m_eventingSuspended = true;
}
///
/// resume firing events from this node
///
public void EventingResume() {
m_eventingSuspended = false;
}
#endregion
#region properties
///
/// Get/set visiblility for the scene graph branch
///
public bool Visible {
get { return m_visible; }
set { m_visible = value;
}
}
///
/// reference to the scene graph node this node is a child of
///
public ILSceneGraphNode Parent {
get {
return m_parent;
}
set {
m_parent = value;
}
}
///
/// the minimum coordinate of a cube tightly enclosing the node (and all childs)
///
///
public virtual ILPoint3Df PositionMin {
get {
if (m_positionMin.IsEmtpy()) {
ComputeNodeLimits();
}
return m_positionMin;
}
}
///
/// the maximum coordinate of a cube tightly enclosing the node (and all childs)
///
///
public virtual ILPoint3Df PositionMax {
get {
if (m_positionMax.IsEmtpy()) {
ComputeNodeLimits();
}
return m_positionMax;
}
}
///
/// current geometric center according of scene graph branch
///
public virtual ILPoint3Df Center {
get {
if (m_center.IsEmtpy()) {
ComputeNodeLimits();
}
return m_center;
}
}
#endregion
#region public interface
///
/// invalidate geometry cache for this and all nodes up to root
///
public virtual void Invalidate() {
m_center = ILPoint3Df.Empty;
m_positionMin = ILPoint3Df.Empty;
m_positionMax = ILPoint3Df.Empty;
m_invalidated = true;
if (Parent != null) {
Parent.Invalidate();
} else {
OnInvalidated();
}
}
///
/// recompute the size spanned by this node, may fires Changed() event
///
internal abstract void Configure();
///
/// draw all children contained in this node
///
/// extended rendering properties
internal abstract void Draw(ILRenderProperties props);
#endregion
#region private helper
///
/// compute limits of the cube tightly enclosing the branch below this node
///
///
protected abstract void ComputeNodeLimits();
//protected void invalidateChilds(ILSceneGraphNode parent) {
// parent.m_center = ILPoint3Df.Empty;
// parent.m_positionMin = ILPoint3Df.Empty;
// parent.m_positionMax = ILPoint3Df.Empty;
// foreach (ILSceneGraphNode child in parent.m_childs) {
// child.invalidateChilds(child);
// }
//}
#endregion
#region IEnumerable Member
///
/// Create & returns a typed enumerator
///
/// enumerator of all scene graph nodes below this node
public IEnumerator GetEnumerator() {
List ret = new List();
CollectAllChildren(ret);
return ret.GetEnumerator();
}
#endregion
#region IEnumerable Member
///
/// Create and return untyped enumerator
///
/// IEnumerator of all scene graph nodes below this node
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() {
List children = new List();
CollectAllChildren(children);
foreach (ILSceneGraphNode node in children) {
yield return node;
}
}
internal virtual void CollectAllChildren(List nodes) {
nodes.Add(this);
}
#endregion
}
}