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engineWalker.cpp

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00001 #include "engineWalker.h"
00002 #include <animal/engine/engine.h>
00003 
00004 namespace X3DTK {
00005 namespace X3D {
00006 
00007 EngineWalker::EngineWalker()
00008 {
00009   defineWalkingFunction(&EngineWalker::walkEngineNode);
00010 }
00011 
00012 EngineWalker::~EngineWalker()
00013 {
00014 }
00015 
00016 void EngineWalker::walkEngineNode(animal::Engine * E)
00017 {
00018   if ( X3D::X3DNode * N = dynamic_cast< X3D::X3DNode *>(E))
00019   {
00020     visitor->enter(N);
00021 
00022     // Get the children
00023     MFAbstractNode childrenList = N->getChildList();
00024     for(MFAbstractNode::iterator it = childrenList.begin(); it != childrenList.end();++it)
00025       if (( (*it) != 0) && (visitor->walkOn(N, (*it))) )
00026         walker->walk((*it)); 
00027 
00028     visitor->leave(N);
00029   }
00030 }
00031 
00032 }// X3D
00033 }// X3DTK

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