/**
* @file MeshVisitor.cpp
* Implements the MeshVisitor class.
* @ingroup meshtex-util
*/
/*
* Copyright 2012 Joel Baxter
*
* This file is part of MeshTex.
*
* MeshTex is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* MeshTex 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 MeshTex. If not, see .
*/
#include "MeshVisitor.h"
#include "GenericPluginUI.h"
#include "PluginUIMessages.h"
/**
* Use GenericPluginUI::InfoReportDialog as MeshEntity info callback.
*/
const MeshEntity::MessageCallback MeshVisitor::_infoReportCallback(
PointerCaller1(DIALOG_MESH_INFO_TITLE));
/**
* Use GenericPluginUI::WarningReportDialog as MeshEntity warning callback.
*/
const MeshEntity::MessageCallback MeshVisitor::_warningReportCallback(
PointerCaller1(DIALOG_WARNING_TITLE));
/**
* Use GenericPluginUI::ErrorReportDialog as MeshEntity error callback.
*/
const MeshEntity::MessageCallback MeshVisitor::_errorReportCallback(
PointerCaller1(DIALOG_ERROR_TITLE));
/**
* Default constructor.
*/
MeshVisitor::MeshVisitor() :
_visitedCount(0)
{
}
/**
* Virtual destructor.
*/
MeshVisitor::~MeshVisitor()
{
}
/**
* Reset the visited count to zero.
*/
void
MeshVisitor::ResetVisitedCount()
{
_visitedCount = 0;
}
/**
* Get the visited count. This is the number of times Execute has been
* invoked since visitor construction or the most recent reset of the count.
*
* @return The visited count.
*/
unsigned
MeshVisitor::GetVisitedCount()
{
return _visitedCount;
}
/**
* Visit a specified scene graph node.
*
* @param [in,out] instance The scene graph node.
*/
void
MeshVisitor::visit(scene::Instance& instance) const
{
if (Node_isPatch(instance.path().top()))
{
// If it's a patch mesh, try creating a MeshEntity.
MeshEntity meshEntity(instance.path().top(),
_infoReportCallback,
_warningReportCallback,
_errorReportCallback);
if (meshEntity.IsValid())
{
// If we have a valid MeshEntity, invoke Execute.
if (Execute(meshEntity))
{
// Count the number of affected meshes.
_visitedCount++;
}
}
}
}
/**
* Execute function performed for visited meshes. This implementation does
* nothing; subclasses should override it.
*
* @param meshEntity The MeshEntity.
*
* @return true if the mesh was successfully visited; always the case in this
* skeleton implementation.
*/
bool
MeshVisitor::Execute(MeshEntity& meshEntity) const
{
return true;
}