Example #1
0
	bool pre(const scene::INodePtr& node)
	{
		// Don't clone root items
		if (node->isRoot())
		{
			return true;
		}

		if (Node_isSelected(node))
		{
			// Don't traverse children of cloned nodes
			return false;
		}

		return true;
	}
	void post(const scene::INodePtr& node)
	{
		if (node->isRoot())
		{
			return;
		}

		if (Node_isSelected(node))
		{
			// Clone the current node
			scene::INodePtr clone = map::Node_Clone(node);

			// Add the cloned node and its parent to the list
			_cloned.insert(Map::value_type(clone, node->getParent()));

			// Insert this node in the root
			_cloneRoot->addChildNode(clone);
		}
	}
Example #3
0
	bool pre(const scene::INodePtr& node)
	{
		// Check the selection status
		bool isSelected = Node_isSelected(node);

		// greebo: Don't check root nodes for selected state
		if (!node->isRoot() && isSelected)
		{
			// We have a selected instance, "remember" this by setting the parent 
			// stack element to TRUE
			if (!_stack.empty())
			{
				_stack.top() = true;
			}
		}

		// We are going one level deeper, add a new stack element for this subtree
		_stack.push(false);

		// Try to go deeper, but don't do this for deselected instances
		return !isSelected;
	}