public SubtreeIterator(UsdPrimSubtreeRange range) { m_range = range; m_cur = range.GetStart(); m_end = range.GetEnd(); m_primed = false; }
public static bool Equals(UsdPrimSubtreeIterator lhs, UsdPrimSubtreeIterator rhs) { bool ret = UsdCsPINVOKE.UsdPrimSubtreeIterator_Equals(UsdPrimSubtreeIterator.getCPtr(lhs), UsdPrimSubtreeIterator.getCPtr(rhs)); if (UsdCsPINVOKE.SWIGPendingException.Pending) { throw UsdCsPINVOKE.SWIGPendingException.Retrieve(); } return(ret); }
// ------------------------------------------------------------------------------------------ // // Enumerator // ------------------------------------------------------------------------------------------ // public virtual void Dispose() { if (m_cur != null) { m_cur.Dispose(); m_cur = null; } if (m_range != null) { m_range.Dispose(); m_range = null; } }
public static bool operator==(UsdPrimSubtreeIterator lhs, UsdPrimSubtreeIterator rhs) { // The Swig binding glue will re-enter this operator comparing to null, so // that case must be handled explicitly to avoid an infinite loop. This is still // not great, since it crosses the C#/C++ barrier twice. A better approache might // be to return a simple value from C++ that can be compared in C#. bool lnull = lhs as object == null; bool rnull = rhs as object == null; return((lnull == rnull) && ((lnull && rnull) || UsdPrimSubtreeIterator.Equals(lhs, rhs))); }
public void Reset() { m_cur = m_range.GetStart(); m_primed = false; }
override public bool Equals(object rhs) { return(UsdPrimSubtreeIterator.Equals(this, rhs as UsdPrimSubtreeIterator)); }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(UsdPrimSubtreeIterator obj) { return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr); }
public UsdPrimSubtreeIterator GetEnd() { UsdPrimSubtreeIterator ret = new UsdPrimSubtreeIterator(UsdCsPINVOKE.UsdPrimSubtreeRange_GetEnd(swigCPtr), true); return(ret); }