73 lines
2.3 KiB
C
73 lines
2.3 KiB
C
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __TerrainNodeTraverser_H__
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#define __TerrainNodeTraverser_H__
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#include "terrainfeature/components/TerrainNode.h"
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namespace App
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{
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class TerrainNodeTraverser
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{
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public:
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enum TraversalMode
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{
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TRAVERSE_PARENTS, // Traversal parent
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TRAVERSE_CHILDREN, // Traversal children
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TRAVERSE_NEIGHBOR, // Traversal neighbor
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TRAVERSE_USER, // User traversal
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};
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TerrainNodeTraverser();
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TerrainNodeTraverser(TraversalMode mode);
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virtual ~TerrainNodeTraverser();
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inline void Traverse(TerrainNode& node);
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virtual void Apply(TerrainNode& node);
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protected:
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TraversalMode m_TraversalMode;
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};
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//------------------------------------------------------------------------
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inline
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void TerrainNodeTraverser::Traverse(TerrainNode& node)
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{
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if ( m_TraversalMode==TRAVERSE_CHILDREN )
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{
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node.TraverseChilds(*this);
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}
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else if ( m_TraversalMode==TRAVERSE_PARENTS )
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{
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node.TraverseParent(*this);
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}
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else if ( m_TraversalMode==TRAVERSE_NEIGHBOR )
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{
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node.TraverseNeighbor(*this);
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}
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}
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}
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#endif // __TerrainNodeTraverser_H__
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