/// This file is part of the X3DToolKit library /// Copyright (C) 2002-2004 Yannick Le Goc (legoc@imag.fr) /// http://artis.imag.fr/Members/Yannick.Legoc/X3D/ /// This library is free software; you can redistribute it and/or /// modify it under the terms of the GNU Lesser General Public /// License as published by the Free Software Foundation; either /// version 2.1 of the License, or (at your option) any later version. /// This library 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 /// Lesser General Public License for more details. /// You should have received a copy of the GNU Lesser General Public /// License along with this library; if not, write to the Free Software /// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA #ifndef X3DTK_X3DMULTIPASSPROCESSOR_H #define X3DTK_X3DMULTIPASSPROCESSOR_H #include "X3DProcessor.h" #include "GraphTraversal.h" #include namespace X3DTK { /*! \brief Abstract class declared in defining the concept of multi pass processor. * * A multi pass processor is made up of a multiple walker and visitor. Several traversals * of the scene graph are made. The different traversals are accessed by a string * key. For more details about how to define a processor, see the * processor page. * * \ingroup processor */ class X3DMultiPassProcessor : public X3DProcessor { typedef std::map MFGraphTraversal; public: /// Constructor. X3DMultiPassProcessor(); /// Destructor. virtual ~X3DMultiPassProcessor() = 0; /// Sets the Walker for the processor traversal. virtual void setWalker(const SFString &processor, Walker *walker); /// Sets a component visitor for the processor traversal. If there is already a /// visitor recorded for this component, then it is deleted and replaced by the new one. virtual void setComponentVisitor(const SFString &processor, X3DComponentVisitor *component); /// Sets the GraphTraversal of the processor traversal. /// For a Depth First Search traversal, use X3DTK::DFSGraphTraversal. void setGraphTraversal(const SFString &processor, GraphTraversal *graphTraversal); /// Gets the GraphTraversal. GraphTraversal *getGraphTraversal(const SFString &processor) const; /// Traverses the scene graph for the processor traversal. void traverse(const SFString &processor, X3DAbstractNode *N); private: MFGraphTraversal _graphTraversalMap; }; } #endif