/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ /*! \class SoNodeEngine SoNodeEngine.h Inventor/engines/SoNodeEngine.h \brief SoNodeEngine is the base class for Coin node engines. \ingroup engines Node engines have the same functionality as normal engines, except that they inherit SoNode, which makes it possible to insert node engines in the scene graph. The main rationale for this class is to simplify the implementation of VRML interpolator nodes, which are in a sense engines embedded in the shape of ordinary nodes. This abstract superclass will likely be of no interest to the Coin application programmer, and you can safely ignore it. \COIN_CLASS_EXTENSION */ // FIXME: currently most of the code in this class is simply copied // from SoEngine.cpp. We should try to use a templant file or // something to make it easier to maintain the code. // pederb, 2001-10-23 #include #include #include #include #include #include // COIN_STUB() #include #ifdef HAVE_CONFIG_H #include #endif // HAVE_CONFIG_H #ifdef COIN_THREADSAFE #include #endif // COIN_THREADSAFE // ************************************************************************* // FIXME: document these properly. 20000405 mortene. /*! \fn const SoEngineOutputData * SoNodeEngine::getOutputData(void) const \COININTERNAL */ /*! \fn void SoNodeEngine::evaluate(void) \COININTERNAL */ // ************************************************************************* SoType SoNodeEngine::classTypeId STATIC_SOTYPE_INIT; #define FLAG_ISNOTIFYING 0x1 // ************************************************************************* /*! Default constructor. */ SoNodeEngine::SoNodeEngine(void) { this->flags = 0; } /*! Destructor. */ SoNodeEngine::~SoNodeEngine() { #if COIN_DEBUG && 0 // debug SoDebugError::postInfo("SoNodeEngine::~SoNodeEngine", "%p", this); #endif // debug } // Overrides SoBase::destroy(). void SoNodeEngine::destroy(void) { #if COIN_DEBUG && 0 // debug SbName n = this->getName(); SoType t = this->getTypeId(); SoDebugError::postInfo("SoNodeEngine::destroy", "start -- '%s' (%s)", n.getString(), t.getName().getString()); #endif // debug // evaluate() before we actually destruct. It would be too late // during the destructor, as the SoNodeEngine::evaluate() method is pure // virtual. // // The explicit call here is done so attached fields will get the // chance to update before we die. SoField::disconnect() will // normally call SoNodeEngine::evaluate(), but we disable that feature // by setting SoEngineOutput::isEnabled() to FALSE before // decoupling. // need to lock to avoid that evaluateWrapper() is called // simultaneously from more than one thread #ifdef COIN_THREADSAFE cc_recmutex_internal_field_lock(); #endif // COIN_THREADSAFE this->evaluateWrapper(); #ifdef COIN_THREADSAFE cc_recmutex_internal_field_unlock(); #endif // COIN_THREADSAFE // SoBase destroy(). inherited::destroy(); #if COIN_DEBUG && 0 // debug SoDebugError::postInfo("SoNodeEngine::destroy", "done -- '%s' (%s)", n.getString(), t.getName().getString()); #endif // debug } // Doc from superclass. void SoNodeEngine::initClass(void) { SoNodeEngine::classTypeId = SoType::createType(SoNode::getClassTypeId(), SbName("NodeEngine")); } // Documented in superclass. SoType SoNodeEngine::getClassTypeId(void) { return SoNodeEngine::classTypeId; } /*! Adds all outputs to list. Returns the number of outputs added to the list. */ int SoNodeEngine::getOutputs(SoEngineOutputList & l) const { const SoEngineOutputData * outputs = this->getOutputData(); if (outputs == NULL) return 0; int n = outputs->getNumOutputs(); for (int i = 0; i < n; i++) { l.append(outputs->getOutput(this, i)); } return n; } /*! Returns the output with name \a outputname, or \c NULL if no such output exists. */ SoEngineOutput * SoNodeEngine::getOutput(const SbName & outputname) const { const SoEngineOutputData * outputs = this->getOutputData(); if (outputs == NULL) return NULL; int n = outputs->getNumOutputs(); for (int i = 0; i < n; i++) { if (outputs->getOutputName(i) == outputname) return outputs->getOutput(this, i); } return NULL; } /*! Sets \outputname to the name of \a output. Returns \c FALSE if no such output is contained within the engine instance. */ SbBool SoNodeEngine::getOutputName(const SoEngineOutput * output, SbName & outputname) const { const SoEngineOutputData * outputs = this->getOutputData(); if (outputs == NULL) return FALSE; int n = outputs->getNumOutputs(); for (int i = 0; i < n; i++) { if (outputs->getOutput(this, i) == output) { outputname = outputs->getOutputName(i); return TRUE; } } return FALSE; } /*! Called when an input is changed. The default method does nothing, but subclasses may override this method to do the The Right Thing when a specific field is changed. */ void SoNodeEngine::inputChanged(SoField * which) { } // doc in parent void SoNodeEngine::notify(SoNotList * nl) { #if COIN_DEBUG && 0 // debug SoDebugError::postInfo("SoNodeEngine::notify", "%p - %s, start", this, this->getTypeId().getName().getString()); #endif // debug // Avoid recursive notification calls. if (this->isNotifying()) return; this->flags |= FLAG_ISNOTIFYING; // Call inputChanged() only if we're being notified through one of // the engine's fields (lastrec == CONTAINER, set in // SoField::notify()). SoNotRec * lastrec = nl->getLastRec(); if (lastrec && lastrec->getType() == SoNotRec::CONTAINER) { // Let engine know that a field changed, so we can recalculate // internal variables, if necessary. this->inputChanged(nl->getLastField()); } // add ourself to the notification list SoNotRec rec(this); rec.setType(SoNotRec::ENGINE); nl->append(&rec); // Notify the slave fields connected to our engine outputs. const SoEngineOutputData * outputs = this->getOutputData(); int numoutputs = outputs->getNumOutputs(); for (int i = 0; i < numoutputs; i++) outputs->getOutput(this, i)->touchSlaves(nl, this->isNotifyEnabled()); this->flags &= ~FLAG_ISNOTIFYING; #if COIN_DEBUG && 0 // debug SoDebugError::postInfo("SoNodeEngine::notify", "%p - %s, done", this, this->getTypeId().getName().getString()); #endif // debug } /*! Triggers an engine evaluation. */ void SoNodeEngine::evaluateWrapper(void) { const SoEngineOutputData * outputs = this->getOutputData(); int i, n = outputs->getNumOutputs(); for (i = 0; i < n; i++) { outputs->getOutput(this, i)->prepareToWrite(); } this->evaluate(); for (i = 0; i < n; i++) { outputs->getOutput(this, i)->doneWriting(); } } /*! Returns the SoFieldData class which holds information about inputs in this engine. */ const SoFieldData ** SoNodeEngine::getFieldDataPtr(void) { return NULL; // base class has no input } /*! Returns the SoEngineOutputData class which holds information about the outputs in this engine. */ const SoEngineOutputData ** SoNodeEngine::getOutputDataPtr(void) { return NULL; // base class has no output } // Documented in superclass. SbBool SoNodeEngine::readInstance(SoInput * in, unsigned short flagsarg) { // FIXME: I believe there's code missing here for reading // SoUnknownEngine instances. 20000919 mortene. return inherited::readInstance(in, flagsarg); } // Documented in superclass. void SoNodeEngine::writeInstance(SoOutput * out) { inherited::writeInstance(out); } /*! Writes the types of engine outputs for extension engines (i.e. engines not built in to Coin). */ void SoNodeEngine::writeOutputTypes(SoOutput * out) { COIN_STUB(); } /*! Returns whether we're in a notification process. This is needed to avoid double notification when an engine enables outputs during inputChanged(). */ SbBool SoNodeEngine::isNotifying(void) const { return (this->flags & FLAG_ISNOTIFYING) != 0; }