/usr/include/vtk-7.1/vtkViewNode.h is in libvtk7-dev 7.1.1+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkViewNode.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkViewNode
* @brief a node within a VTK scene graph
*
* This is the superclass for all nodes within a VTK scene graph. It
* contains the API for a node. It supports the essential operations such
* as graph creation, state storage and traversal. Child classes adapt this
* to VTK's major rendering classes. Grandchild classes adapt those to
* for APIs of different rendering libraries.
*/
#ifndef vtkViewNode_h
#define vtkViewNode_h
#include "vtkRenderingSceneGraphModule.h" // For export macro
#include "vtkWeakPointer.h" //avoid ref loop to parent
#include "vtkObject.h"
class vtkCollection;
class vtkViewNodeFactory;
class vtkViewNodeCollection;
class VTKRENDERINGSCENEGRAPH_EXPORT vtkViewNode :
public vtkObject
{
public:
vtkTypeMacro(vtkViewNode, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
//@{
/**
* This is the VTK class that this node stands in for.
*/
vtkGetObjectMacro(Renderable, vtkObject);
//@}
/**
* Builds myself.
*/
virtual void Build(bool /* prepass */) {};
/**
* Ensures that my state agrees with my Renderable's.
*/
virtual void Synchronize(bool /* prepass */) {};
/**
* Makes calls to make self visible.
*/
virtual void Render(bool /*prepass*/) {};
/**
* Clear any cached data.
*/
virtual void Invalidate(bool /*prepass*/) {};
//@{
/**
* Access the node that owns this one.
*/
virtual void SetParent(vtkViewNode*);
virtual vtkViewNode * GetParent();
//@}
//@{
/**
* Access nodes that this one owns.
*/
virtual void SetChildren(vtkViewNodeCollection*);
vtkGetObjectMacro(Children, vtkViewNodeCollection);
//@}
//@{
/**
* A factory that creates particular subclasses for different
* rendering back ends.
*/
virtual void SetMyFactory(vtkViewNodeFactory*);
vtkGetObjectMacro(MyFactory, vtkViewNodeFactory);
//@}
/**
* Returns the view node that corresponding to the provided object
* Will return NULL if a match is not found in self or descendents
*/
vtkViewNode* GetViewNodeFor(vtkObject *);
/**
* Find the first parent/grandparent of the desired type
*/
vtkViewNode *GetFirstAncestorOfType(const char *type);
/**
* Alow explicit setting of the renderable for a
* view node.
*/
virtual void SetRenderable(vtkObject *);
// if you want to traverse your children in a specific order
// or way override this method
virtual void Traverse(int operation);
virtual void TraverseAllPasses();
/**
* Allows smart caching
*/
vtkMTimeType RenderTime;
/**
* internal mechanics of graph traversal and actions
*/
enum operation_type{noop, build, synchronize, render, invalidate};
protected:
vtkViewNode();
~vtkViewNode();
static const char* operation_type_strings[];
void Apply(int operation, bool prepass);
//@{
/**
* convienience method to add node or nodes
* if missing from our current list
*/
void AddMissingNode(vtkObject *obj);
void AddMissingNodes(vtkCollection *col);
//@}
//@{
/**
* Called first before adding missing nodes.
* Keeps track of the nodes that should be in the collection
*/
void PrepareNodes();
vtkCollection *PreparedNodes;
//@}
/**
* Called after PrepareNodes and AddMissingNodes
* removes any extra leftover nodes
*/
void RemoveUnusedNodes();
/**
* Create the correct ViewNode subclass for the passed in object.
*/
virtual vtkViewNode *CreateViewNode(vtkObject *obj);
vtkObject *Renderable;
vtkWeakPointer<vtkViewNode> Parent;
vtkViewNodeCollection *Children;
vtkViewNodeFactory *MyFactory;
friend class vtkViewNodeFactory;
private:
vtkViewNode(const vtkViewNode&) VTK_DELETE_FUNCTION;
void operator=(const vtkViewNode&) VTK_DELETE_FUNCTION;
};
#endif
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