PluginFunctions.hh 23.1 KB
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/*===========================================================================*\
 *                                                                           *
 *                              OpenFlipper                                  *
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 *      Copyright (C) 2001-2010 by Computer Graphics Group, RWTH Aachen      *
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 *                           www.openflipper.org                             *
 *                                                                           *
 *---------------------------------------------------------------------------*
 *  This file is part of OpenFlipper.                                        *
 *                                                                           *
 *  OpenFlipper 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 3 of           *
 *  the License, or (at your option) any later version with the              *
 *  following exceptions:                                                    *
 *                                                                           *
 *  If other files instantiate templates or use macros                       *
 *  or inline functions from this file, or you compile this file and         *
 *  link it with other files to produce an executable, this file does        *
 *  not by itself cause the resulting executable to be covered by the        *
 *  GNU Lesser General Public License. This exception does not however       *
 *  invalidate any other reasons why the executable file might be            *
 *  covered by the GNU Lesser General Public License.                        *
 *                                                                           *
 *  OpenFlipper 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 LesserGeneral Public          *
 *  License along with OpenFlipper. If not,                                  *
 *  see <http://www.gnu.org/licenses/>.                                      *
 *                                                                           *
\*===========================================================================*/

/*===========================================================================*\
 *                                                                           *
 *   $Revision$                                                         *
 *   $Author$                                                      *
 *   $Date$                   *
 *                                                                           *
\*===========================================================================*/
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//=============================================================================
//
//  Standard Functions
//
//=============================================================================

/**
 * \file PluginFunctions.hh
 * This file contains functions which can be used by plugins to access data in the framework.
 */

//
#ifndef PLUGINFUNCTIONS_HH
#define PLUGINFUNCTIONS_HH

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#include <QPair>

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#include <OpenFlipper/common/Types.hh>

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#include <ACG/Scenegraph/SceneGraph.hh>
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#include <OpenFlipper/BasePlugin/PluginFunctionsViewControls.hh>
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//== FORWARDDECLARATIONS ======================================================
class ViewObjectMarker;
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class QGLWidget;
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/** The Namespace PluginFunctions contains functions for all plugins. These functions should be used to get the
 *  objects to work on or to set modes in the examiner widget. */
namespace PluginFunctions {

//=======================================
// Get Source/Target objects
/** @name Active Objects
* @{ */
//=======================================

/** \brief Get the picked mesh
 * @param _node_idx Node index returned by examiner picking
 * @param _object returns the object which contains the mesh
 * @return true if mesh was found, false if picked object is not a mesh or not found
 */
DLLEXPORT
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bool getPickedObject(const unsigned int _node_idx , BaseObjectData*& _object);
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/** @} */

//=======================================
// Get Objects by their identifier
    /** @name Identifier handling
    * @{ */
//=======================================

/** \brief Get the identifiers of all objects marked as a source object.
 *
 * @param _identifiers ( vector returning the source object identifiers )
 * @return false, if no object is selected as source
*/
DLLEXPORT
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bool getSourceIdentifiers( std::vector<int>& _identifiers  );
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/** \brief Get the identifiers of all objects marked as a target object.
 *
 * @param _identifiers ( vector returning the target object identifiers )
 * @return false, if no object is selected as target
*/
DLLEXPORT
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bool getTargetIdentifiers( std::vector<int>& _identifiers  );
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/** \brief Get identifiers of all meshes
 *
 * @param _identifiers ( vector returning the identifiers )
 * @return false, if no mesh is found
*/
DLLEXPORT
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bool getAllMeshes( std::vector<int>& _identifiers  );
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/** \brief Get identifiers of all objects
 *
 * @param _identifiers ( vector returning the identifiers )
 * @return false, if no mesh is found
*/
DLLEXPORT
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bool getAllObjectIdentifiers( std::vector<int>& _identifiers  );
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/** \brief Get the object which has the given identifier.
 *
 *  Every loaded object has a unique identifier which is stored in the id field of the object container.
 *  Use this function to get the object which has this id. This can be used for a consistent mapping
 *  even if the data objects change during plugin operations (e.g. selection and main algorithm).\n
 *  This function only returns visible objects.
 * @param _identifier Object id to search for
 * @param _object  returns the object
 * @return Object found?
 */
DLLEXPORT
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bool getObject(  const int _identifier , BaseObject*& _object );
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/** This functions returns the object with the given id regardless of the type of object.
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 * See get_object(  int _identifier , ject*& _object ) for more details.
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 */
DLLEXPORT
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bool getObject(  const int _identifier , BaseObjectData*& _object );
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/** This functions returns the object's id with the given name.
 */
DLLEXPORT
int getObjectId( const QString _name );

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/** \brief Check if an object with this identifier exists.
 *
 * Searches through the Data containers and checks if the object with the given identifier exists
 * @param _identifier  Object id to search for
 */
DLLEXPORT
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bool objectExists(  const int _identifier );
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/// Get the number of available objects
DLLEXPORT
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int objectCount();
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/// Get the number of target objects
DLLEXPORT
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int targetCount();
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/// Get the number of source objects
DLLEXPORT
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int sourceCount();
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/// Get the number of visible objects
DLLEXPORT
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int visibleCount();
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/** @} */

//=======================================
// Get/set status of examiner
    /** @name Examiner handling
    * @{ */
//=======================================
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/// Get the number of viewers
DLLEXPORT
int viewers( );

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/** \brief Disable the core light handling
*
* Use this function to disable OpenFlippers Core light handling.
* Use this function only if the light is handled by your plugin
* Normally this function is called by the light plugin which
* fully takes control over the glLighting and adds its own light nodes.
*/
DLLEXPORT
void disableExaminerLightHandling();

/** \brief returns if internal light handling is active.
*
* Internal light handling could only be deactivated. From than on a plugin
* has to manage all light handling.
*/
DLLEXPORT
bool examinerLightHandling();

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/// Set the active id of the examiner which got the last mouse events
DLLEXPORT
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void setActiveExaminer( const unsigned int _id );
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/// Get the id of the examiner which got the last mouse events
DLLEXPORT
unsigned int activeExaminer();

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/// Get the encoded view for the active examiner
DLLEXPORT
QString getEncodedExaminerView();

/// Get the encoded view for the given
DLLEXPORT
QString getEncodedExaminerView(int _viewerId);

/// Set the encoded view for the active examiner
DLLEXPORT
void setEncodedExaminerView( QString _view );

/// Set the encoded view for the given
DLLEXPORT
void setEncodedExaminerView(int _viewerId , QString _view );

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/**
 * Set center of scene
 */
DLLEXPORT
void setSceneCenter(const ACG::Vec3d& _center, int _viewer );

/**
 * Get scene center
 */
DLLEXPORT
const ACG::Vec3d& sceneCenter( int _viewer );

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/** Execute picking operation on scenegraph
 * This picking function will pick in the last active examiner context which is automatically
 * Set by mouseevents from the core
 */
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DLLEXPORT
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bool scenegraphPick( ACG::SceneGraph::PickTarget _pickTarget, const QPoint &_mousePos, unsigned int &_nodeIdx, unsigned int &_targetIdx, ACG::Vec3d *_hitPointPtr );
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/** Execute picking operation on scenegraph
 * This picking function will pick in the specified examiner context
 */
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DLLEXPORT
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bool scenegraphPick( const unsigned int _examiner ,ACG::SceneGraph::PickTarget _pickTarget, const QPoint &_mousePos, unsigned int &_nodeIdx, unsigned int &_targetIdx, ACG::Vec3d *_hitPointPtr );
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/** Execute picking operation on scenegraph
 * This picking function will pick in the last active examiner context which is automatically
 * Set by mouseevents from the core
 */
DLLEXPORT
bool scenegraphRegionPick( ACG::SceneGraph::PickTarget                _pickTarget,
                           const QRegion&                             _region,
                           QList<QPair<unsigned int, unsigned int> >& _list);

/** Execute picking operation on scenegraph
 * This picking function will pick in the specified examiner context
 */
DLLEXPORT
bool scenegraphRegionPick( const unsigned int                         _examiner,
                           ACG::SceneGraph::PickTarget                _pickTarget,
                           const QRegion&                             _region,
                           QList<QPair<unsigned int, unsigned int> >& _list);


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/** Execute picking operation on scenegraph
 * This picking function will pick in the last active examiner context which is automatically
 * The 3d Position of each target/node element is stored in the _points vector.
 * Set by mouseevents from the core
 */
DLLEXPORT
bool scenegraphRegionPick( ACG::SceneGraph::PickTarget                _pickTarget,
                           const QRegion&                             _region,
                           QList<QPair<unsigned int, unsigned int> >& _list,
                           QVector<ACG::Vec3d>&                       _points);

/** Execute picking operation on scenegraph
 * This picking function will pick in the specified examiner context
 * The 3d Position of each target/node element is stored in the _points vector.
 */
DLLEXPORT
bool scenegraphRegionPick( const unsigned int                         _examiner,
                           ACG::SceneGraph::PickTarget                _pickTarget,
                           const QRegion&                             _region,
                           QList<QPair<unsigned int, unsigned int> >& _list,
                           QVector<ACG::Vec3d>&                       _points);

/** Execute picking operation on scenegraph
 * This picking function will pick in the last active examiner context which is automatically
 * The depth of each target/node element is stored in the _depths vector.
 * Set by mouseevents from the core
 */
DLLEXPORT
bool scenegraphRegionPick( ACG::SceneGraph::PickTarget                _pickTarget,
                           const QRegion&                             _region,
                           QList<QPair<unsigned int, unsigned int> >& _list,
                           QVector<float>&                            _depths);

/** Execute picking operation on scenegraph
 * This picking function will pick in the specified examiner context
 * The depth of each target/node element is stored in the _depths vector.
 */
DLLEXPORT
bool scenegraphRegionPick( const unsigned int                         _examiner,
                           ACG::SceneGraph::PickTarget                _pickTarget,
                           const QRegion&                             _region,
                           QList<QPair<unsigned int, unsigned int> >& _list,
                           QVector<float>&                            _depths);

/** Execute picking operation on scenegraph
 * This picking function will pick in the last active examiner context which is automatically
 * Set by mouseevents from the core
 */
DLLEXPORT
bool scenegraphRegionPick( ACG::SceneGraph::PickTarget                _pickTarget,
                           const QRegion&                             _region,
                           QList<QPair<unsigned int, unsigned int> >& _list,
                           QVector<float>&                            _depths,
                           QVector<ACG::Vec3d>&                       _points);

/** Execute picking operation on scenegraph
 * This picking function will pick in the specified examiner context
 */
DLLEXPORT
bool scenegraphRegionPick( const unsigned int                         _examiner,
                           ACG::SceneGraph::PickTarget                _pickTarget,
                           const QRegion&                             _region,
                           QList<QPair<unsigned int, unsigned int> >& _list,
                           QVector<float>&                            _depths,
                           QVector<ACG::Vec3d>&                       _points);


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/** Execute Scenegraph traversal with action and use the last active examiner
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 *  If you are reacting on a mouseEvent you should use this function as it will
 *  automatically set the right view
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 */
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DLLEXPORT
void traverse( ACG::SceneGraph::MouseEventAction  &_action );

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/// Get the current Picking mode
DLLEXPORT
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const std::string pickMode ();
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/// Set the current Picking mode for all examiner widgets
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DLLEXPORT
void pickMode ( std::string _mode);

/// Returns a QImage of the current View
DLLEXPORT
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void getCurrentViewImage(QImage& _image);
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/** \brief get scenegraph root node
*
* Get the real root node of the scenegraph.This node is the topmost
* node of the scenegraph. Normally you do not need to use this node.
* All objects should be added below the data root node which you can get
* with getRootNode().
*/
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DLLEXPORT
ACG::SceneGraph::BaseNode* getSceneGraphRootNode();

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/** \brief Get the root node for data objects
*
* Get the root node for the objects. This node is a separator node.
* All nodes belonging to objects have to be placed below this node.
* Add a separatornode for each object below this node! */
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DLLEXPORT
ACG::SceneGraph::BaseNode* getRootNode();

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/** \brief Add a global node
*
* The node will be added as a global node. Only the global status nodes
* will be above this node.
*/
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DLLEXPORT
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void addGlobalNode(ACG::SceneGraph::BaseNode* _node);
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/** \brief Adds a global status node.
*
* The node will be added at the top of the scenegraph, before all other nodes except
* The scenegraphs real node. It will therefore influence all nodes in the scenegraph.
*/
void addGlobalStatusNode(ACG::SceneGraph::BaseNode* _node);

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/** \brief Add scenegraph node modifing object rendering
*
* This function adds nodes in front of the object root node.
* Therefore all objects renderings will be modified by the
* state changes in the added node. This might be usefull for
* adding for example a slicing node, which adds clipping planes
* such that the objects will be sliced.
*/
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DLLEXPORT
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void addObjectRenderingNode(ACG::SceneGraph::BaseNode* _node);
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/// Set the current Action Mode (PickMode,ExamineMode,...)
DLLEXPORT
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void actionMode ( Viewer::ActionMode _mode);
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/// Get the current Action mode
DLLEXPORT
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Viewer::ActionMode actionMode();

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/// Sets the main QGLWidget for gl data sharing.
DLLEXPORT
void shareGLWidget (QGLWidget* _widget);

/// Returns the main QGLWidget for gl data sharing.
DLLEXPORT
QGLWidget* shareGLWidget ();

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/** Lock scene rotation via mouse
 *
 * @param _mode allow or disallow rotation
 */
DLLEXPORT
void allowRotation(bool _mode);

/** \brief Map coordinates of GL Widget to global coordinates
 *
 */
DLLEXPORT
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QPoint mapToGlobal( const QPoint _point );
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/** \brief Map global coordinates to GL Widget local coordinates
 *
 */
DLLEXPORT
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QPoint mapToLocal( const QPoint _point );
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/** Set current ViewObjectMarker (will be reseted to default on pick mode change)
 *
 * @param _marker Object marker
 */
DLLEXPORT
void setViewObjectMarker (ViewObjectMarker *_marker);

/** Set the default ViewObjectMarker
 *
 * @param _marker Object marker
 */
DLLEXPORT
void setDefaultViewObjectMarker (ViewObjectMarker *_marker);

/// Get the default ViewObjectMarker
DLLEXPORT
ViewObjectMarker* defaultViewObjectMarker ();

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/** @} */

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//=======================================
// Iterators for object Access
    /** @name Iterators
    * @{ */
//=======================================

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typedef QStringList IteratorRestriction;

const QStringList ALL_OBJECTS;
const QStringList TARGET_OBJECTS ("target");
const QStringList SOURCE_OBJECTS ("source");
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/** \brief Core Data Iterator
 *
 * This is the core iterator for the whole framework. You should use this iterator to access your data.\n
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 * You can choose if the iterator returns only Target, Source or all objects.\n
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 * Additionally you can set the type of objects returned by the iterator.
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 * The ObjectIterator will only return real Objects. Groups are not considered to be objects
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 */
class DLLEXPORT ObjectIterator {

   public :

      /// type of the Objects the iterator works on
      typedef BaseObjectData  value_type;

      /// handle type (just an int)
      typedef BaseObjectData* value_handle;

      /// reference type
      typedef value_type&     reference;

      /// basic pointer type
      typedef value_type*     pointer;

   /** \brief Use this constructor for iterating through your data.
    *
    * @param _restriction Use this parameter to define which objects will be returned.\n
    *                     You can select between ALL_OBJECTS , TARGET_OBJECTS , SOURCE_OBJECTS.
    * @param _dataType Use this parameter to select the returned object types.
    *                  You can use DATA_ALL DATA_POLY_MESH DATA_TRIANGLE_MESH DATA_VOLUME
    */
   ObjectIterator(IteratorRestriction _restriction = ALL_OBJECTS , DataType _dataType = DATA_ALL );

   /// additional constructor starting at a given position
   ObjectIterator(BaseObjectData* pos, IteratorRestriction _restriction = ALL_OBJECTS , DataType _dataType = DATA_ALL );

   /// return the current position of the iterator
   operator value_handle() { return pos_;  };

   /// compare iterators
   bool operator==( const ObjectIterator& _rhs);

   /// compare iterators
   bool operator!=( const ObjectIterator& _rhs);

   /// assign iterators
   ObjectIterator& operator=( const ObjectIterator& _rhs);

   /// dereference
   pointer operator->();

   /// next element
   ObjectIterator& operator++();

   /// last element
   ObjectIterator& operator--();

   /// dereference the iterator
   BaseObjectData* operator*();

   /// return current position of the iterator
   BaseObjectData* index() { return pos_; };

   private :
      /// current position of the iterator
      BaseObjectData* pos_;

      /// returned data types of the iterator
      DataType dataType_;

      /// Restriction of the iterator
      IteratorRestriction restriction_;

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      /** Takes an object and goes through the object tree to the next BaseObjectData
        *  It stops at the root node.
        */
      inline void proceedToNextBaseObjectData(BaseObject*& _object);

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};

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/** \brief Core Data Iterator used to iterate over all objects (Including groups)
 *
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 * This iterator is a more low level one not only returning really visible objects but also
 * Data containers ( e.g. groups... )
 * You can choose if the iterator returns only Target, Source or all objects.\n
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 * Additionally you can set the type of objects returned by the iterator.
 */
class DLLEXPORT BaseObjectIterator {

   public :

      /// type of the Objects the iterator works on
      typedef BaseObject  value_type;

      /// handle type (just an int)
      typedef BaseObject* value_handle;

      /// reference type
      typedef value_type&     reference;

      /// basic pointer type
      typedef value_type*     pointer;

   /** \brief Use this constructor for iterating through your data.
    *
    * @param _restriction Use this parameter to define which objects will be returned.\n
    *                     You can select between ALL_OBJECTS , TARGET_OBJECTS , SOURCE_OBJECTS.
    * @param _dataType Use this parameter to select the returned object types.
    *                  You can use DATA_ALL DATA_POLY_MESH DATA_TRIANGLE_MESH DATA_VOLUME
    */
   BaseObjectIterator(IteratorRestriction _restriction = ALL_OBJECTS , DataType _dataType = DATA_ALL );

   /// additional constructor starting at a given position
   BaseObjectIterator(BaseObject* pos, IteratorRestriction _restriction = ALL_OBJECTS , DataType _dataType = DATA_ALL );

   /// return the current position of the iterator
   operator value_handle() { return pos_;  };

   /// compare iterators
   bool operator==( const BaseObjectIterator& _rhs);

   /// compare iterators
   bool operator!=( const BaseObjectIterator& _rhs);

   /// assign iterators
   BaseObjectIterator& operator=( const BaseObjectIterator& _rhs);

   /// dereference
   pointer operator->();

   /// next element
   BaseObjectIterator& operator++();

   /// last element
   BaseObjectIterator& operator--();

   /// dereference the iterator
   BaseObject* operator*();

   /// return current position of the iterator
   BaseObject* index() { return pos_; };

   private :
      /// current position of the iterator
      BaseObject* pos_;

      /// returned data types of the iterator
      DataType dataType_;

      /// Restriction of the iterator
      IteratorRestriction restriction_;

};

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// /// Return Iterator to Mesh End
// MeshIterator meshes_end();

/// Return Iterator to Object End
DLLEXPORT
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ObjectIterator objectsEnd();
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/// Return Iterator to Object End
DLLEXPORT
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BaseObjectIterator baseObjectsEnd();
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/** @} */

//=======================================
// Dont Use functions below!!!
    /** @name Do never use!!
    * @{ */
//=======================================

/** Set the global DataContainer*/
DLLEXPORT
void setDataRoot( BaseObject* _root );

/** @} */

//=======================================
    /** @name Getting data from objects and casting between them
     * @{ */
//=======================================

/** \brief Cast an BaseObject to a BaseObjectData if possible
 *
 * @param _object The object should be of type BaseObject. If the content is a BaseObjectData, a
 *                a BaseObjectData is returned. Otherwise a NULL pointer is returned.
 */
DLLEXPORT
BaseObjectData* baseObjectData( BaseObject* _object );

/** @} */

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/** \brief Return unique viewer id
 *
 * This function returns a id which is unique to all running Openflippers on that machine.
 * This id changes when you restart the viewer!
 */
DLLEXPORT
int viewerId();

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/// Get the root of the object structure
DLLEXPORT
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BaseObject*& objectRoot();
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}

#endif //PLUGINFUNCTIONS_HH