public

Inheritance Graph

graph BT
	SceneManager
	SceneManager --> AttributeProvider
	click SceneManager "classMinSG_1_1SceneManagement_1_1SceneManager"
	click AttributeProvider "classUtil_1_1AttributeProvider"

Description

Manages registered Nodes, loads/saves Scene-descriptions from/to a file and handles scene-wide synchronization.

[ SceneManager ]

Main

   
   
  SceneManager()
   
  ~SceneManager()

Node Registration

   
   
void registerNode(const Util::StringIdentifier & id, Util::Reference < Node > node)
   
void registerNode( Util::Reference < Node > node)
If the [Node](classMinSG_1_1Node) is not registered, register the node with a new random id.
   
void registerGeometryNodes( Node * rootNode)
Traverse the givensubtreeand register all GeometryNodes which are not registered.
   
void unregisterNode(const Util::StringIdentifier & id)
Remove the association of a Node with the givenid.
   
std::string getNameOfRegisteredNode( Node * node) const
Return the registered id of the given [Node](classMinSG_1_1Node) . The result is empty if the node is not registered.
   
Util::StringIdentifier getNameIdOfRegisteredNode( Node * node) const
   
Util::StringIdentifier getNodeId( Node * node) const
   
Node * getRegisteredNode(const Util::StringIdentifier & id) const
Return the Node associated with the givenidor nullptr, if ther is no node with that id.
   
void getNamesOfRegisteredNodes(std::vector< std::string > & ids) const
   
std::vector< Util::StringIdentifier > getNodeIds() const
   
bool isNodeRegistered( Node * node) const
   
Node * createInstance(const Util::StringIdentifier & id) const

Registered States

   
   
void registerState(const Util::StringIdentifier & id, Util::Reference < State > state)
   
void registerState( Util::Reference < State > state)
   
void unregisterState(const Util::StringIdentifier & id)
   
std::string getNameOfRegisteredState( State * state) const
   
Util::StringIdentifier getStateId( State * state) const
   
State * getRegisteredState(const Util::StringIdentifier & id) const
   
std::vector< Util::StringIdentifier > getStateIds() const
   
void getNamesOfRegisteredStates(std::vector< std::string > & ids) const

Behaviour management

   
   
BehaviourManager * getBehaviourManager()
   
const BehaviourManager * getBehaviourManager() const

Documentation

function
MinSG::SceneManagement::SceneManager::SceneManager

public
   
   
SceneManager( )

Defined in MinSG/SceneManagement/SceneManager.h:47


function
MinSG::SceneManagement::SceneManager::~SceneManager

public
   
   
~SceneManager( )

Defined in MinSG/SceneManagement/SceneManager.h:48


function
MinSG::SceneManagement::SceneManager::registerNode

public
     
     
void registerNode( const Util::StringIdentifier & id,
  Util::Reference < Node > node
)    

Associate a Node with an id. The id is NOT saved inside the node. A Node can have only one id and ids are unique per SceneManager .

Parameters

id
The associated unique id of the node.
node
The Node to register.

Defined in MinSG/SceneManagement/SceneManager.h:69


function
MinSG::SceneManagement::SceneManager::registerNode

public
     
     
void registerNode( Util::Reference < Node > node )

If the [Node](classMinSG_1_1Node) is not registered, register the node with a new random id.

Defined in MinSG/SceneManagement/SceneManager.h:72


function
MinSG::SceneManagement::SceneManager::registerGeometryNodes

public
     
     
void registerGeometryNodes( Node * rootNode )

Traverse the givensubtreeand register all GeometryNodes which are not registered.

Defined in MinSG/SceneManagement/SceneManager.h:75


function
MinSG::SceneManagement::SceneManager::unregisterNode

public
     
     
void unregisterNode( const Util::StringIdentifier & id )

Remove the association of a Node with the givenid.

Defined in MinSG/SceneManagement/SceneManager.h:78


function
MinSG::SceneManagement::SceneManager::getNameOfRegisteredNode

public const inline
     
     
std::string getNameOfRegisteredNode( Node * node ) const

Return the registered id of the given [Node](classMinSG_1_1Node) . The result is empty if the node is not registered.

Defined in MinSG/SceneManagement/SceneManager.h:81


function
MinSG::SceneManagement::SceneManager::getNameIdOfRegisteredNode

public const inline
     
     
Util::StringIdentifier getNameIdOfRegisteredNode( Node * node ) const

Defined in MinSG/SceneManagement/SceneManager.h:82


function
MinSG::SceneManagement::SceneManager::getNodeId

public const
     
     
Util::StringIdentifier getNodeId( Node * node ) const

Defined in MinSG/SceneManagement/SceneManager.h:83


function
MinSG::SceneManagement::SceneManager::getRegisteredNode

public const
     
     
Node * getRegisteredNode( const Util::StringIdentifier & id ) const

Return the Node associated with the givenidor nullptr, if ther is no node with that id.

Defined in MinSG/SceneManagement/SceneManager.h:86


function
MinSG::SceneManagement::SceneManager::getNamesOfRegisteredNodes

public const
     
     
void getNamesOfRegisteredNodes( std::vector< std::string > & ids ) const

Return the ids of all registered Nodes.

Parameters

ids
List of ids that is returned.

Defined in MinSG/SceneManagement/SceneManager.h:93


function
MinSG::SceneManagement::SceneManager::getNodeIds

public const
   
   
std::vector< Util::StringIdentifier > getNodeIds( ) const

Defined in MinSG/SceneManagement/SceneManager.h:94


function
MinSG::SceneManagement::SceneManager::isNodeRegistered

public const
     
     
bool isNodeRegistered( Node * node ) const

Check if the given node is registered.

Parameters

node
The node.

Parameters

:

Defined in MinSG/SceneManagement/SceneManager.h:103


function
MinSG::SceneManagement::SceneManager::createInstance

public const
     
     
Node * createInstance( const Util::StringIdentifier & id ) const

Defined in MinSG/SceneManagement/SceneManager.h:105


function
MinSG::SceneManagement::SceneManager::registerState

public
     
     
void registerState( const Util::StringIdentifier & id,
  Util::Reference < State > state
)    

Associates a State with a id. The id is NOT saved inside the State . A State can have only one id; ids are unique per SceneManager .

Parameters

id
The associated unique id of the state.
state
The Node .

Defined in MinSG/SceneManagement/SceneManager.h:122


function
MinSG::SceneManagement::SceneManager::registerState

public
     
     
void registerState( Util::Reference < State > state )

If the State is not already registered, the state is registered with a new random Name.

Parameters

state
The Node .

Defined in MinSG/SceneManagement/SceneManager.h:127


function
MinSG::SceneManagement::SceneManager::unregisterState

public
     
     
void unregisterState( const Util::StringIdentifier & id )

The association of a state with a given id is removed.

Parameters

id
A registered id.

Defined in MinSG/SceneManagement/SceneManager.h:132


function
MinSG::SceneManagement::SceneManager::getNameOfRegisteredState

public const inline
     
     
std::string getNameOfRegisteredState( State * state ) const

Returns the registered id of a State .

Parameters

state
The State .

Returns

The associated id or “”, if state was not regiestered.

Defined in MinSG/SceneManagement/SceneManager.h:137


function
MinSG::SceneManagement::SceneManager::getStateId

public const
     
     
Util::StringIdentifier getStateId( State * state ) const

Defined in MinSG/SceneManagement/SceneManager.h:138


function
MinSG::SceneManagement::SceneManager::getRegisteredState

public const
     
     
State * getRegisteredState( const Util::StringIdentifier & id ) const

Returns the State registered to a id.

Parameters

id
The registered id.

Returns

The registered State or nullptr.

Defined in MinSG/SceneManagement/SceneManager.h:143


function
MinSG::SceneManagement::SceneManager::getStateIds

public const
   
   
std::vector< Util::StringIdentifier > getStateIds( ) const

Defined in MinSG/SceneManagement/SceneManager.h:145


function
MinSG::SceneManagement::SceneManager::getNamesOfRegisteredStates

public const
     
     
void getNamesOfRegisteredStates( std::vector< std::string > & ids ) const

Defined in MinSG/SceneManagement/SceneManager.h:146


function
MinSG::SceneManagement::SceneManager::getBehaviourManager

public
   
   
BehaviourManager * getBehaviourManager( )

Defined in MinSG/SceneManagement/SceneManager.h:156


function
MinSG::SceneManagement::SceneManager::getBehaviourManager

public const
   
   
const BehaviourManager * getBehaviourManager( ) const

Defined in MinSG/SceneManagement/SceneManager.h:157