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/*
* Copyright 2010, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* RenderNode is the base of all RenderNodes in the render graph.
* RenderNodes are rendered in order of priority.
*
* @param {number} opt_priority The priority of this render node. Lower
* priorities are rendered first.
* @param {boolean} opt_active If true this node is processed. If false
* it is not.
* @constructor
*/
o3d.RenderNode = function(opt_priority, opt_active) {
this.priority = opt_priority;
this.children = [];
};
o3d.inherit('RenderNode','ParamObject');
/**
* Sets the priority of this render node. lower priorities are rendered first.
*
* @type {number}
*/
o3d.RenderNode.prototype.priority = 0;
/**
* Setting false skips this render node. Setting true processes this render
* node. (ie, renders whatever it's supposed to render)
*
* @type {boolean}
*/
o3d.RenderNode.prototype.active = true;
/**
* Sets the parent of the node by re-parenting the node under parent_node.
* Setting parent_node to null removes the node and the entire subtree below
* it from the render graph.
*
* @type {o3d.RenderNode}
*/
o3d.RenderNode.prototype.parent = null;
o3d.RenderNode.prototype.__defineSetter__('parent',
function(p) {
this.parent_ = p;
p.addChild(this);
}
);
o3d.RenderNode.prototype.__defineGetter__('parent',
function(p) {
return this.parent_;
}
);
/**
* Adds a child node.
* @param {o3d.RenderNode} child The child to add.
*/
o3d.RenderNode.prototype.addChild = function(child) {
this.children.push(child);
};
/**
* The immediate children of this RenderNode.
*
* Each access to this field gets the entire list so it is best to get it
* just once. For example:
*
* var children = renderNode.children;
* for (var i = 0; i < children.length; i++) {
* var child = children[i];
* }
*
* Note that modifications to this array [e.g. push()] will not affect
* the underlying RenderNode, while modifications to the array's members
* will affect them.
*
* @type {!Array.<o3d.RenderNode>}
*/
o3d.RenderNode.prototype.children = [];
/**
* Returns this render node and all its descendants. Note that this render node
* might not be in the render graph.
*
* Note that modifications to this array [e.g. push()] will not affect
* the underlying RenderNode, while modifications to the array's members
* will affect them.
*
* An array containing all render nodes of the subtree.
*/
o3d.RenderNode.prototype.getRenderNodesInTree =
function() {
o3d.notImplemented();
};
/**
* Searches for render nodes that match the given name in the hierarchy under
* and including this render node. Since there can be several render nodes
* with a given name the results are returned in an array.
*
* Note that modifications to this array [e.g. push()] will not affect
* the underlying RenderNode, while modifications to the array's members
* will affect them.
*
* @param {string} name Rendernode name to look for.
* @returns {Array.<!o3d.RenderNode>} An array containing all nodes among
* this node and its decendants that have the given name.
*/
o3d.RenderNode.prototype.getRenderNodesByNameInTree =
function(name) {
o3d.notImplemented();
};
/**
* Searches for render nodes that match the given class name in the hierarchy
* under and including this render node.
*
* Note that modifications to this array [e.g. push()] will not affect
* the underlying RenderNode, while modifications to the array's members
* will affect them.
*
* @param {string} class_name class name to look for.
* @returns {Array.<!o3d.RenderNode>} An array containing all nodes among
* this node and its decendants whose type is class_name.
*/
o3d.RenderNode.prototype.getRenderNodesByClassNameInTree =
function(class_name) {
o3d.notImplemented();
};
/**
* Recursively traverses the render graph starting at this node.
*/
o3d.RenderNode.prototype.render = function() {
function compare(a, b) {
return a.priority - b.priority;
}
this.children.sort(compare);
var children = this.children;
this.before();
for (var i = 0; i < children.length; ++i) {
children[i].render();
}
this.after();
};
/**
* Called during the rendergraph traversal before the children are rendered.
*/
o3d.RenderNode.prototype.before = function() { };
/**
* Called during the rendergraph traversal after the children are rendered.
*/
o3d.RenderNode.prototype.after = function() { };
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