Main Page   Modules   Namespace List   Class Hierarchy   Alphabetical List   Compound List   File List   Namespace Members   Compound Members   File Members   Related Pages  

NBFSaveTraverser Class Reference

A Traverser to traverse a scene on saving to "NBF" binary file format. More...

#include <NBFSaver.h>

Inheritance diagram for NBFSaveTraverser:

Inheritance graph
[legend]
Collaboration diagram for NBFSaveTraverser:

Collaboration graph
[legend]
List of all members.

Public Types

enum  { VIEWSIZE = 0x04000000 }

Public Methods

 NBFSaveTraverser ()
 Default constructor. More...

void preCalculateFileSize (const nvsg::ViewState *viewState, const nvsg::Scene *scene)
 pre-calculate what the file size would be. More...

bool mapViewOfFile (const std::string &file)
 Map a view of file into the applications address space. More...

void unmapViewOfFile ()
 Unmap the current view and close the corresponding file. More...


Protected Methods

bool calculatingStorageRequirements () const
 Determine whether the current traverser pass is calculating storage requirements. More...

uint_t alloc (void *&ptr, size_t numBytes)
 Allocate a portion of the currently mapped file into the process' address space. More...

uint_t pseudoAlloc (size_t numBytes)
 Add numBytes to the currently calculated file size. More...

virtual void doApply (const nvsg::ViewState *viewState, const nvsg::Scene *scene)
 Controls saving of the scene together with a ViewState. More...

virtual void handleJitterCamera (const nvsg::JitterCamera *p, const nvsg::Node *root)
 Routine to handle a JitterCamera object while traversing the scene graph. More...

virtual void handleParallelCamera (const nvsg::ParallelCamera *p, const nvsg::Node *root)
 Routine to handle a ParallelCamera object while traversing the scene graph. More...

virtual void handlePerspectiveCamera (const nvsg::PerspectiveCamera *p, const nvsg::Node *root)
 Routine to handle a PerspectiveCamera object while traversing the scene graph. More...

virtual void handleStereoCamera (const nvsg::StereoCamera *p, const nvsg::Node *root)
 Routine to handle a StereoCamera object while traversing the scene graph. More...

virtual void handleGeoNode (const nvsg::GeoNode *p)
 Routine to handle a GeoNode while traversing the scene graph. More...

virtual void handleGroup (const nvsg::Group *p)
 Routine to handle a Group node while traversing the scene graph. More...

virtual void handleTransform (const nvsg::Transform *p)
 Routine to handle a Transform node while traversing the scene graph. More...

virtual void handleAnimatedTransform (const nvsg::AnimatedTransform *p)
 Routine to handle a AnimatedTransform node while traversing the scene graph. More...

virtual void handleLOD (const nvsg::LOD *p)
 Routine to handle a LOD (Level Of Detail) node while traversing the scene graph. More...

virtual void handleSwitch (const nvsg::Switch *p)
 Routine to handle a Switch node while traversing the scene graph. More...

virtual void handleDirectedLight (const nvsg::DirectedLight *p)
 Routine to handle a DirectedLight node while traversing the scene graph. More...

virtual void handlePointLight (const nvsg::PointLight *p)
 Routine to handle a PointLight node while traversing the scene graph. More...

virtual void handleSpotLight (const nvsg::SpotLight *p)
 Routine to handle a SpotLight node while traversing the scene graph. More...

virtual void handleStateSet (const nvsg::StateSet *p)
 Routine to handle a StateSet object while traversing the scene graph. More...

virtual void handleCgFx (const nvsg::CgFx *p)
 Routine to handle a CgFx attribute while traversing the scene graph. More...

virtual void handleFaceAttribute (const nvsg::FaceAttribute *p)
 Routine to handle a FaceAttribute attribute while traversing the scene graph. More...

virtual void handleMaterial (const nvsg::Material *p)
 Routine to handle a Material attribute while traversing the scene graph. More...

virtual void handleTextureAttribute (const nvsg::TextureAttribute *p)
 Routine to handle a TextureAttribute attribute while traversing the scene graph. More...

virtual void handleTextureAttributeItem (const nvsg::TextureAttributeItem *p, size_t tu)
 Routine to handle a TextureAttributeItem object while traversing the scene graph. More...

virtual void handleTriangles (const nvsg::Triangles *p)
 Routine to handle a Triangles object while traversing the scene graph. More...

virtual void handleAnimatedTriangles (const nvsg::AnimatedTriangles *p)
 Routine to handle a AnimatedTriangles object while traversing the scene graph. More...

virtual void handleSkinnedTriangles (const nvsg::SkinnedTriangles *p)
 Routine to handle a SkinnedTriangles object while traversing the scene graph. More...

virtual void handleTriStrips (const nvsg::TriStrips *p)
 Routine to handle a TriStrips object while traversing the scene graph. More...

virtual void handleQuads (const nvsg::Quads *p)
 Routine to handle a Quads object while traversing the scene graph. More...

virtual void handleAnimatedQuads (const nvsg::AnimatedQuads *p)
 Routine to handle a AnimatedQuads object while traversing the scene graph. More...

virtual void handleQuadStrips (const nvsg::QuadStrips *p)
 Routine to handle a QuadStrips object while traversing the scene graph. More...

virtual void handleFramedTrafoAnimation (const nvsg::FramedAnimation< nvmath::Trafo > *p)
 Routine to handle a FramedAnimation<Trafo> object while traversing the scene graph. More...

virtual void handleFramedVNVectorAnimation (const nvsg::FramedAnimation< nvsg::VNVector > *p)
 Routine to handle a FramedAnimation<VNVector> object while traversing the scene graph. More...

virtual void handleLinearInterpolatedTrafoAnimation (const nvsg::LinearInterpolatedAnimation< nvmath::Trafo > *p)
 Routine to handle a LinearInterpolatedAnimation<Trafo> object while traversing the scene graph. More...

virtual void handleLinearInterpolatedVNVectorAnimation (const nvsg::LinearInterpolatedAnimation< nvsg::VNVector > *p)
 Routine to handle a LinearInterpolatedAnimation<VNVector> object while traversing the scene graph. More...


Detailed Description

A Traverser to traverse a scene on saving to "NBF" binary file format.


Constructor & Destructor Documentation

NBFSaveTraverser::NBFSaveTraverser  
 

Default constructor.


Member Function Documentation

void NBFSaveTraverser::preCalculateFileSize const nvsg::ViewState   viewState,
const nvsg::Scene   scene
 

pre-calculate what the file size would be.

bool NBFSaveTraverser::mapViewOfFile const std::string &    file
 

Map a view of file into the applications address space.

void NBFSaveTraverser::unmapViewOfFile  
 

Unmap the current view and close the corresponding file.

bool NBFSaveTraverser::calculatingStorageRequirements   const [protected]
 

Determine whether the current traverser pass is calculating storage requirements.

While saving a scene, the scene graph will be traversed twice. The first pass is to calculate storage requirements. Only the second pass really writes the scene data to a file that has been mapped into the process' address space by the framework.

Handler routines should call this function to determine what the current pass is intended for.

Returns:
true if the current pass is to calculate storage requirements, false if the current pass is to write the scene to a file that has been mapped into the process' address space by the framework.

uint_t NBFSaveTraverser::alloc void *&    ptr,
size_t    numBytes
[protected]
 

Allocate a portion of the currently mapped file into the process' address space.

The function maps the amount of numBytes bytes of the currently mapped file into the process' address space. The start address of the mapped memory block will be assigned to ptr.

Returns:
The file offset of the mapped memory block.
Note:
The behavior is undefined if called while the current traverser pass is calculating storage requirements. While saving a scene, the scene graph will be traversed twice. The first pass is to calculate storage requirements. Only the second pass really writes the scene data to a file that has been mapped into the process' address space by the framework. Call calculatingStorageRequirements inside a handler routine to determine whether the current pass is to just calculate storage requirements.
Parameters:
ptr  Points to the mapped memory block after the call suceeded.
numBytes  Amount of bytes to be mapped into the process' address space.

uint_t NBFSaveTraverser::pseudoAlloc size_t    numBytes [protected]
 

Add numBytes to the currently calculated file size.

The function doesnt allocate anything, it just adds numBytes to the currently calculated file size.

Returns:
0
Note:
While saving a scene, the scene graph will be traversed twice. The first pass is to calculate storage requirements. Only the second pass really writes the scene data to a file that has been mapped into the process' address space by the framework. Call calculatingStorageRequirements inside a handler routine to determine whether the current pass is to just calculate storage requirements.
Parameters:
numBytes  Number of bytes to be added to the currently calculated file size.

virtual void NBFSaveTraverser::doApply const nvsg::ViewState   viewState,
const nvsg::Scene   scene
[protected, virtual]
 

Controls saving of the scene together with a ViewState.

Parameters:
viewState  ViewState to save
scene  Scene to save

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleJitterCamera const nvsg::JitterCamera   p,
const nvsg::Node   root
[protected, virtual]
 

Routine to handle a JitterCamera object while traversing the scene graph.

This routine gets called for each JitterCamera object that will be visited while traversing the scene graph. The currently visited JitterCamera object is pointed to by p. If the root node pointed to by root is valid (that is, root is not a null pointer), this function traverses the root node after the camera settings have been evaluated. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleParallelCamera const nvsg::ParallelCamera   p,
const nvsg::Node   root
[protected, virtual]
 

Routine to handle a ParallelCamera object while traversing the scene graph.

This routine gets called for each ParallelCamera object that will be visited while traversing the scene graph. The currently visited ParallelCamera object is pointed to by p. If the root node pointed to by root is valid (that is, root is not a null pointer), this function traverses the root node after the camera settings have been evaluated. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handlePerspectiveCamera const nvsg::PerspectiveCamera   p,
const nvsg::Node   root
[protected, virtual]
 

Routine to handle a PerspectiveCamera object while traversing the scene graph.

This routine gets called for each PerspectiveCamera object that will be visited while traversing the scene graph. The currently visited PerspectiveCamera object is pointed to by p. If the root node pointed to by root is valid (that is, root is not a null pointer), this function traverses the root node after the camera settings have been evaluated. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleStereoCamera const nvsg::StereoCamera   p,
const nvsg::Node   root
[protected, virtual]
 

Routine to handle a StereoCamera object while traversing the scene graph.

This routine gets called for each StereoCamera object that will be visited while traversing the scene graph. The currently visited StereoCamera object is pointed to by p. If the root node pointed to by root is valid (that is, root is not a null pointer), this function traverses the root node after the camera settings have been evaluated. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleGeoNode const nvsg::GeoNode   p [protected, virtual]
 

Routine to handle a GeoNode while traversing the scene graph.

This routine gets called for each GeoNode object that will be visited while traversing the scene graph. The currently visited GeoNode object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleGroup const nvsg::Group   p [protected, virtual]
 

Routine to handle a Group node while traversing the scene graph.

This routine gets called for each Group object that will be visited while traversing the scene graph. The currently visited Group object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleTransform const nvsg::Transform   p [protected, virtual]
 

Routine to handle a Transform node while traversing the scene graph.

This routine gets called for each Transform object that will be visited while traversing the scene graph. The currently visited Transform object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleAnimatedTransform const nvsg::AnimatedTransform   p [protected, virtual]
 

Routine to handle a AnimatedTransform node while traversing the scene graph.

This routine gets called for each AnimatedTransform object that will be visited while traversing the scene graph. The currently visited AnimatedTransform object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleLOD const nvsg::LOD   p [protected, virtual]
 

Routine to handle a LOD (Level Of Detail) node while traversing the scene graph.

This routine gets called for each LOD object that will be visited while traversing the scene graph. The currently visited LOD object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleSwitch const nvsg::Switch   p [protected, virtual]
 

Routine to handle a Switch node while traversing the scene graph.

This routine gets called for each Switch object that will be visited while traversing the scene graph. The currently visited Switch object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleDirectedLight const nvsg::DirectedLight   p [protected, virtual]
 

Routine to handle a DirectedLight node while traversing the scene graph.

This routine gets called for each DirectedLight object that will be visited while traversing the scene graph. The currently visited DirectedLight object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handlePointLight const nvsg::PointLight   p [protected, virtual]
 

Routine to handle a PointLight node while traversing the scene graph.

This routine gets called for each PointLight object that will be visited while traversing the scene graph. The currently visited PointLight object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleSpotLight const nvsg::SpotLight   p [protected, virtual]
 

Routine to handle a SpotLight node while traversing the scene graph.

This routine gets called for each SpotLight object that will be visited while traversing the scene graph. The currently visited SpotLight object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleStateSet const nvsg::StateSet   p [protected, virtual]
 

Routine to handle a StateSet object while traversing the scene graph.

This routine gets called for each StateSet object that will be visited while traversing the scene graph. The currently visited StateSet object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleCgFx const nvsg::CgFx   p [protected, virtual]
 

Routine to handle a CgFx attribute while traversing the scene graph.

This routine gets called for each CgFx object that will be visited while traversing the scene graph. The currently visited CgFx object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleFaceAttribute const nvsg::FaceAttribute   p [protected, virtual]
 

Routine to handle a FaceAttribute attribute while traversing the scene graph.

This routine gets called for each FaceAttribute object that will be visited while traversing the scene graph. The currently visited FaceAttribute object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleMaterial const nvsg::Material   p [protected, virtual]
 

Routine to handle a Material attribute while traversing the scene graph.

This routine gets called for each Material object that will be visited while traversing the scene graph. The currently visited Material object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleTextureAttribute const nvsg::TextureAttribute   p [protected, virtual]
 

Routine to handle a TextureAttribute attribute while traversing the scene graph.

This routine gets called for each TextureAttribute object that will be visited while traversing the scene graph. The currently visited TextureAttribute object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleTextureAttributeItem const nvsg::TextureAttributeItem   p,
size_t    tu
[protected, virtual]
 

Routine to handle a TextureAttributeItem object while traversing the scene graph.

This routine gets called for each TextureAttributeItem object that will be visited while traversing the scene graph. The currently visited TextureAttributeItem object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleTriangles const nvsg::Triangles   p [protected, virtual]
 

Routine to handle a Triangles object while traversing the scene graph.

This routine gets called for each Triangles object that will be visited while traversing the scene graph. The currently visited Triangles object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleAnimatedTriangles const nvsg::AnimatedTriangles   p [protected, virtual]
 

Routine to handle a AnimatedTriangles object while traversing the scene graph.

This routine gets called for each AnimatedTriangles object that will be visited while traversing the scene graph. The currently visited AnimatedTriangles object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleSkinnedTriangles const nvsg::SkinnedTriangles   p [protected, virtual]
 

Routine to handle a SkinnedTriangles object while traversing the scene graph.

This routine gets called for each SkinnedTriangles object that will be visited while traversing the scene graph. The currently visited SkinnedTriangles object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleTriStrips const nvsg::TriStrips   p [protected, virtual]
 

Routine to handle a TriStrips object while traversing the scene graph.

This routine gets called for each TriStrips object that will be visited while traversing the scene graph. The currently visited TriStrips object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleQuads const nvsg::Quads   p [protected, virtual]
 

Routine to handle a Quads object while traversing the scene graph.

This routine gets called for each Quads object that will be visited while traversing the scene graph. The currently visited Quads object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleAnimatedQuads const nvsg::AnimatedQuads   p [protected, virtual]
 

Routine to handle a AnimatedQuads object while traversing the scene graph.

This routine gets called for each AnimatedQuads object that will be visited while traversing the scene graph. The currently visited AnimatedQuads object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleQuadStrips const nvsg::QuadStrips   p [protected, virtual]
 

Routine to handle a QuadStrips object while traversing the scene graph.

This routine gets called for each QuadStrips object that will be visited while traversing the scene graph. The currently visited QuadStrips object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleFramedTrafoAnimation const nvsg::FramedAnimation< nvmath::Trafo > *    p [protected, virtual]
 

Routine to handle a FramedAnimation<Trafo> object while traversing the scene graph.

This routine gets called for each FramedAnimation<Trafo> object that will be visited while traversing the scene graph. The currently visited FramedAnimation<Trafo> object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleFramedVNVectorAnimation const nvsg::FramedAnimation< nvsg::VNVector > *    p [protected, virtual]
 

Routine to handle a FramedAnimation<VNVector> object while traversing the scene graph.

This routine gets called for each FramedAnimation<VNVector> object that will be visited while traversing the scene graph. The currently visited FramedAnimation<VNVector> object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleLinearInterpolatedTrafoAnimation const nvsg::LinearInterpolatedAnimation< nvmath::Trafo > *    p [protected, virtual]
 

Routine to handle a LinearInterpolatedAnimation<Trafo> object while traversing the scene graph.

This routine gets called for each LinearInterpolatedAnimation<Trafo> object that will be visited while traversing the sc ene graph. The currently visited LinearInterpolatedAnimation<Trafo> object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.

virtual void NBFSaveTraverser::handleLinearInterpolatedVNVectorAnimation const nvsg::LinearInterpolatedAnimation< nvsg::VNVector > *    p [protected, virtual]
 

Routine to handle a LinearInterpolatedAnimation<VNVector> object while traversing the scene graph.

This routine gets called for each LinearInterpolatedAnimation<VNVector> object that will be visited while traversing the scene graph. The currently visited LinearInterpolatedAnimation<VNVector> object is pointed to by p. The base implementation ensures that all underlying components will be traversed in a correct way. For derived classes, it is recommended to always call the base implementation for traversing purposes. \note: The behavior is undefined if p points to an invalid location.

Reimplemented from nvtraverser::Traverser.


The documentation for this class was generated from the following file:
Generated on Tue Mar 1 13:20:17 2005 for NVSGSDK by NVIDIA