Exemple #1
0
        /// <summary>
        /// Removes all children from this node.
        /// </summary>
        public virtual void RemoveChildren()
        {
            if (children.Count == 0)
            {
                return;
            }

            foreach (Node node in children)
            {
                node.Parent     = null;
                node.SceneGraph = null;
                if (node is BranchNode)
                {
                    foreach (Node child in ((BranchNode)node).Children)
                    {
                        PropagateSceneGraph(child);
                    }
                }

                // at this time, still don't remove the node from children to guarantee thread-safe operation
                // will be actually removed right before processing the scene graph in Scene class
                NodeChangeInfo info = new NodeChangeInfo();
                info.Node = node;
                info.Type = ChangeType.Remove;
                changeList.Add(info);
            }
        }
Exemple #2
0
        /// <summary>
        /// Adds a child to this node.
        /// </summary>
        /// <param name="node">The child node to be added</param>
        public virtual void AddChild(Node node)
        {
            if (node.Parent != null)
            {
                throw new GoblinException(node.Name + " already has a parent");
            }
            if (children.Contains(node))
            {
                throw new GoblinException("This child is already added to this node");
            }
            if (node == this)
            {
                throw new GoblinException("You cannot add a node to itself");
            }
            if (node.Parent == this)
            {
                throw new GoblinException(Name + " already has " + node.Name + " as child");
            }

            CheckForLoops(node);

            if (scene != null && scene.IsStarted)
            {
                // at this time, still don't add the node to children to guarantee thread-safe operation
                // will be actually added during processing the scene graph in Scene class
                NodeChangeInfo info = new NodeChangeInfo();
                info.Node = node;
                info.Type = ChangeType.Add;
                changeList.Add(info);
            }
            // if the scene hasn't started processing the tree yet, then it's safe to add now
            else
            {
                children.Add(node);
            }

            node.Parent = this;
            PropagateSceneGraph(node);
        }
Exemple #3
0
        /// <summary>
        /// Removes all children from this node.
        /// </summary>
        public virtual void RemoveChildren()
        {
            if (children.Count == 0)
                return;

            foreach (Node node in children)
            {
                node.Parent = null;
                node.SceneGraph = null;
                if(node is BranchNode)
                    foreach (Node child in ((BranchNode)node).Children)
                        PropagateSceneGraph(child);

                // at this time, still don't remove the node from children to guarantee thread-safe operation
                // will be actually removed right before processing the scene graph in Scene class
                NodeChangeInfo info = new NodeChangeInfo();
                info.Node = node;
                info.Type = ChangeType.Remove;
                changeList.Add(info);
            }
        }
Exemple #4
0
        /// <summary>
        /// Adds a child to this node.
        /// </summary>
        /// <param name="node">The child node to be added</param>
        public virtual void AddChild(Node node)
        {
            if (node.Parent != null)
                throw new GoblinException(node.Name + " already has a parent");
            if (children.Contains(node))
                throw new GoblinException("This child is already added to this node");
            if (node == this)
                throw new GoblinException("You cannot add a node to itself");
            if (node.Parent == this)
                throw new GoblinException(Name + " already has " + node.Name + " as child");

            CheckForLoops(node);

            if (scene != null && scene.IsStarted)
            {
                // at this time, still don't add the node to children to guarantee thread-safe operation
                // will be actually added during processing the scene graph in Scene class
                NodeChangeInfo info = new NodeChangeInfo();
                info.Node = node;
                info.Type = ChangeType.Add;
                changeList.Add(info);
            }
            // if the scene hasn't started processing the tree yet, then it's safe to add now
            else
                children.Add(node);
            
            node.Parent = this;
            PropagateSceneGraph(node);
        }