UMD.HCIL.Piccolo.PNode.IsOpaque C# (CSharp) Method

IsOpaque() public method

public IsOpaque ( RectangleF boundary ) : bool
boundary System.Drawing.RectangleF
return bool
		public virtual bool IsOpaque(RectangleF boundary) {
			return false;
		}
	

Usage Example

		/// <summary>
		/// Traverse from the bottom right of the scene graph (top visible node)
		/// up the tree determining which parent nodes are occluded by their children
		/// nodes.
		/// </summary>
		/// <param name="n">The node to find occlusions for.</param>
		/// <param name="pickPath">
		/// A pick path representing the bounds of <c>n</c> in parent coordinates.
		/// </param>
		/// <remarks>
		/// Note that this is only detecting a subset of occlusions (parent, child),
		/// others such as overlapping siblings or cousins are not detected.
		/// </remarks>
		public void DetectOcclusions(PNode n, PPickPath pickPath) {
			if (n.FullIntersects(pickPath.PickBounds)) {
				pickPath.PushMatrix(n.MatrixReference);
		
				int count = n.ChildrenCount;
				for (int i = count - 1; i >= 0; i--) {
					PNode each = n[i];
					if (n.Occluded) {
						// if n has been occluded by a previous decendent then
						// this child must also be occluded
						each.Occluded = true;
					} else {
						// see if child each occludes n
						DetectOcclusions(each, pickPath);
					}
				}

				// see if n occludes it's parents		
				if (!n.Occluded) {
					if (n.Intersects(pickPath.PickBounds)) {
						if (n.IsOpaque(pickPath.PickBounds)) {
							PNode p = n.Parent;
							while (p != null && !p.Occluded) {
								p.Occluded = true;
							}
						}
					}
				}
	
				pickPath.PopMatrix(n.MatrixReference);
			}				
		}