/**************************************************************************\ * * 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 SoNode SoNode.h Inventor/nodes/SoNode.h \brief The SoNode class is the base class for nodes used in scene graphs. \ingroup nodes Coin is a \e retained \e mode 3D visualization library (built on top of the \e immediate \e mode OpenGL library). "Retained mode" means that instead of passing commands to draw graphics primitives directly to the renderer, you build up data structures which are rendered by the library \e on \e demand. The node classes are the main "primitive" for building these data structures. In Coin, you build tree hierarchies made up of different node types: group nodes (for the tree structure layout of the other nodes), appearance nodes (for setting up materials, textures, etc), shape nodes (for the actual geometry), and nodes for lighting and camera positioning. One common issue with newcomers to the API is that you should not and can not use the C++ delete operator on nodes -- the destructor is protected. This is because node instances are using a common technique for memory resource handling called "reference counting". Nodes are deleted (actually, they delete themselves) when their unref() method is called and the reference count goes to zero. One important side-effect of this is that SoNode-derived classes should \e not be statically allocated, neither in static module memory nor on function's stack-frames. SoNode-derived classes must \e always be allocated dynamically from the memory heap with the \c new operator (or else the scheme with self-destruction upon de-referencing to 0 would not work). Usually application programmers won't manually ref() and unref() nodes a lot, because you pass the nodes directly to SoGroup::addChild() or So*Viewer::setSceneGraph() or something similar. These functions will ref() the nodes they are passed, and unref() them when they are finished with them. Make sure you do ref() nodes that you keep pointers to so they aren't accidentally deleted prematurely due to an unref() call from within the library itself. If you haven't manually called ref() on a top-level root node, it will then be deleted automatically. This code shows how to do it: \code SoSeparator * root = new SoSeparator; // root's refcount starts out at zero root->addChild(foo_node); // foo_node refcount is increased by 1 root->addChild(bar_node); // bar_node refcount +1 // increase refcount before passing it to setScenegraph(), to avoid // premature destruction root->ref(); myviewer->setSceneGraph(root); // root's refcount +1, is now 2 // [misc visualization and processing] // myviewer will let go of it's reference to the root node, thereby // decreasing it's referencecount by 1 myviewer->setSceneGraph(NULL); // root's refcount goes from +1 to 0, and it will self-destruct controllably root->unref(); // avoid dangling pointer, in case "root" is attempted used again // (not really necessary, but good for smoking out bugs early) root = NULL; \endcode For full information and tutorial-style introductions to all API issues, see the "Inventor Mentor: Programming Object-Oriented 3D Graphics with Open Inventor" (ISBN 0-201-62495-8). It has detailed explanations on all the basic principles involved. See specifically the section "References and Deletion" in Chapter 3 to learn about the reference counting techniques. Often when using the Coin library, one is interested in making extensions to it. Of particular interest is setting up extension nodes, which are then traversed, rendered and otherwise used by the rest of the library as any internal node. The Coin header file Inventor/nodes/SoSubNode.h includes a set of convenience macros for quick and easy construction of extension nodes. Here's a complete snippet of code which shows how to set up a skeleton framework for an extension node class: \code #include //// Definition of extension class "MyWWWInline" /////////////// class MyWWWInline : public SoWWWInline { SO_NODE_HEADER(MyWWWInline); public: static void initClass(void); MyWWWInline(void); protected: virtual ~MyWWWInline(); }; //// Implementation of extension class "MyWWWInline" /////////// SO_NODE_SOURCE(MyWWWInline); MyWWWInline::MyWWWInline(void) { SO_NODE_CONSTRUCTOR(MyWWWInline); } MyWWWInline::~MyWWWInline() { } void MyWWWInline::initClass(void) { SO_NODE_INIT_CLASS(MyWWWInline, SoWWWInline, "SoWWWInline"); } //// main ////////////////////////////////////////////////////// int main(int argc, char ** argv) { SoDB::init(); MyWWWInline::initClass(); // [...] return 0; } \endcode You can then override for instance the GLRender() method to have your new class render OpenGL geometry different from it's superclass. \TOOLMAKER_REF For information about dynamic loading of extension nodes, see the documentation of SoType::fromName(). */ // ************************************************************************* #ifdef HAVE_CONFIG_H #include #endif // HAVE_CONFIG_H #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // ************************************************************************* /*! \var uint32_t SoNode::uniqueId \COININTERNAL */ /*! \var uint32_t SoNode::nextUniqueId \COININTERNAL */ /*! \var int SoNode::nextActionMethodIndex \COININTERNAL */ /*! \enum SoNode::NodeType Used to store node type. */ /*! \var SoNode::NodeType SoNode::INVENTOR Specifies Inventor node type. */ /*! \var SoNode::NodeType SoNode::VRML1 Node is VRML V1.0 compatible. */ /*! \var SoNode::NodeType SoNode::VRML2 Node is from the VRML V2.0 specification. */ /*! \var SoNode::NodeType SoNode::INVENTOR_1 Node was part of SGI Inventor version 1. */ /*! \var SoNode::NodeType SoNode::INVENTOR_2_0 Node was part of SGI Inventor version 2.0. */ /*! \var SoNode::NodeType SoNode::INVENTOR_2_1 Node was introduced with SGI / TGS Inventor version 2.1. */ /*! \var SoNode::NodeType SoNode::INVENTOR_2_5 Node was introduced with TGS Inventor version 2.5. */ /*! \var SoNode::NodeType SoNode::INVENTOR_2_6 Node was introduced with TGS Inventor version 2.6. */ /*! \var SoNode::NodeType SoNode::COIN_1_0 Node was part of Coin version 1. */ /*! \var SoNode::NodeType SoNode::COIN_2_0 Node was introduced with Coin 2.0. */ /*! \var SoNode::NodeType SoNode::EXTENSION Node is a client code extension. */ // ************************************************************************* uint32_t SoNode::nextUniqueId = 0; int SoNode::nextActionMethodIndex = 0; SoType SoNode::classTypeId STATIC_SOTYPE_INIT; static void * sonode_mutex = NULL; typedef SbHash Int16ToUInt32Map; static Int16ToUInt32Map * compatibility_dict = NULL; static void init_action_methods(void); // ************************************************************************* // Overridden from parent. SoType SoNode::getClassTypeId(void) { return SoNode::classTypeId; } // ************************************************************************* // defines for node state flags // we can currently have 31 node types. The last bit is used to store // the override flag. #define FLAG_TYPEMASK 0x7fffffff #define FLAG_OVERRIDE 0x80000000 // private methods. Inlined inside this file only. // clear bits in stateflags inline void SoNode::clearStateFlags(const unsigned int bits) { this->stateflags &= ~bits; } // sets bits in stateflags inline void SoNode::setStateFlags(const unsigned int bits) { this->stateflags |= bits; } // return TRUE if any of bits are set inline SbBool SoNode::getState(const unsigned int bits) const { return (this->stateflags & bits) != 0; } // ************************************************************************* /*! Default constructor, initializes node instance. */ SoNode::SoNode(void) { CC_MUTEX_LOCK(sonode_mutex); this->uniqueId = SoNode::nextUniqueId++; CC_MUTEX_UNLOCK(sonode_mutex); this->stateflags = 0; // clear all flags // set node type to Inventor by default. this->setNodeType(SoNode::INVENTOR); } /*! Destructor. */ SoNode::~SoNode() { // check if this is an SoProtoInstance root node. SoProtoInstance * inst = SoProtoInstance::findProtoInstance(this); if (inst) { // unref the instance inst->unref(); } #if COIN_DEBUG && 0 // debug SoDebugError::postInfo("SoNode::~SoNode", "%p", this); #endif // debug } // ************************************************************************* /*! Make a duplicate of this node and return a pointer to the duplicate. If this node is a group node, children are also copied and we return a pointer to the root of a full copy of the subgraph rooted here. If \a copyconnections is \c TRUE, we also copy the connections to fields within this node (and ditto for any children and children's children etc). Note that this function has been made virtual in Coin, which is not the case in the original Open Inventor API. We may change this method back into being non-virtual again for major Coin versions after this, as it was made virtual more or less by mistake. So please don't write application code that depends on SoNode::copy() being virtual. The reason this method should not be virtual is because this is \e not the function the application programmer should override in extension nodes if she needs some special behavior during a copy operation (like copying the value of internal data not exposed as fields). For that purpose, override the copyContents() method. Your overridden copyContents() method should then \e both copy internal data aswell as calling the parent superclass' copyContents() method for automatically handling of fields and other common data. */ SoNode * SoNode::copy(SbBool copyconnections) const { // FIXME: "de-virtualize" this method for next major Coin release? // See method documentation above. 20011220 mortene. SoFieldContainer::initCopyDict(); SoNode * cp = this->addToCopyDict(); // ref() to make sure the copy is not destructed while copying cp->ref(); // Call findCopy() to have copyContents() run only once. #if COIN_DEBUG SoNode * cp2 = (SoNode *)SoFieldContainer::findCopy(this, copyconnections); assert(cp == cp2); #else // COIN_DEBUG (void) SoFieldContainer::findCopy(this, copyconnections); #endif SoFieldContainer::copyDone(); // unrefNoDelete() so that we return a copy with reference count 0 cp->unrefNoDelete(); return cp; } // Overridden from parent. void SoNode::startNotify(void) { inherited::startNotify(); } // Overridden from parent. void SoNode::notify(SoNotList * l) { #if COIN_DEBUG && 0 // debug SoDebugError::postInfo("SoNode::notify", "node %p (%s \"%s\"), list %p", this, this->getTypeId().getName().getString(), this->getName().getString(), l); #endif // debug // only continue if node hasn't already been notified. // The time stamp is set in the SoNotList constructor. if (l->getTimeStamp() > this->uniqueId) { CC_MUTEX_LOCK(sonode_mutex); this->uniqueId = SoNode::nextUniqueId++; CC_MUTEX_UNLOCK(sonode_mutex); inherited::notify(l); } } /*! \COININTERNAL */ int SoNode::getActionMethodIndex(const SoType type) { return type.getData(); } /*! \COININTERNAL Only in TGS Inventor on Win32 -- to avoid needing to export the nextActionMethodIndex member, see SoNode.h for more info. */ void SoNode::setNextActionMethodIndex(int index) { SoNode::nextActionMethodIndex = index; } /*! \COININTERNAL Only in TGS Inventor on Win32 -- to avoid needing to export the nextActionMethodIndex member, see SoNode.h for more info. */ int SoNode::getNextActionMethodIndex(void) { return SoNode::nextActionMethodIndex; } /*! \COININTERNAL Only in TGS Inventor on Win32 -- to avoid needing to export the nextActionMethodIndex member, see SoNode.h for more info. */ void SoNode::incNextActionMethodIndex(void) { SoNode::nextActionMethodIndex++; } // doc in super void SoNode::initClass(void) { // Make sure we only initialize once. assert(SoNode::classTypeId == SoType::badType()); // Make sure parent class has been initialized. assert(inherited::getClassTypeId() != SoType::badType()); CC_MUTEX_CONSTRUCT(sonode_mutex); SoNode::classTypeId = SoType::createType(inherited::getClassTypeId(), "Node", NULL, SoNode::nextActionMethodIndex++); // initialize the compatibility dict compatibility_dict = new Int16ToUInt32Map; coin_atexit((coin_atexit_f*)SoNode::cleanupClass, CC_ATEXIT_NORMAL); SoNode::setCompatibilityTypes(SoNode::getClassTypeId(), SO_FROM_INVENTOR_1); SoNode::initClasses(); // action methods must be initialized here, since both nodes and // actions must be initialized before we can use // SO_ACTION_ADD_METHOD init_action_methods(); } /*! Initialize all the node classes of Coin. */ void SoNode::initClasses(void) { SoCamera::initClass(); SoPerspectiveCamera::initClass(); SoOrthographicCamera::initClass(); SoShape::initClass(); SoAsciiText::initClass(); SoCone::initClass(); SoCube::initClass(); SoCylinder::initClass(); SoVertexShape::initClass(); SoNonIndexedShape::initClass(); SoFaceSet::initClass(); SoLineSet::initClass(); SoPointSet::initClass(); SoMarkerSet::initClass(); SoQuadMesh::initClass(); SoTriangleStripSet::initClass(); SoIndexedShape::initClass(); SoIndexedFaceSet::initClass(); SoIndexedLineSet::initClass(); SoIndexedTriangleStripSet::initClass(); SoImage::initClass(); SoIndexedNurbsCurve::initClass(); SoIndexedNurbsSurface::initClass(); SoNurbsCurve::initClass(); SoNurbsSurface::initClass(); SoSphere::initClass(); SoText2::initClass(); SoText3::initClass(); SoGroup::initClass(); SoSeparator::initClass(); SoAnnotation::initClass(); SoLocateHighlight::initClass(); SoWWWAnchor::initClass(); SoArray::initClass(); SoSwitch::initClass(); SoBlinker::initClass(); SoLOD::initClass(); SoLevelOfDetail::initClass(); SoMultipleCopy::initClass(); SoPathSwitch::initClass(); SoTransformSeparator::initClass(); SoTransformation::initClass(); SoMatrixTransform::initClass(); SoRotation::initClass(); SoPendulum::initClass(); SoRotor::initClass(); SoResetTransform::initClass(); SoRotationXYZ::initClass(); SoScale::initClass(); SoTranslation::initClass(); SoShuttle::initClass(); SoTransform::initClass(); SoUnits::initClass(); SoBaseColor::initClass(); SoCallback::initClass(); SoClipPlane::initClass(); SoColorIndex::initClass(); SoComplexity::initClass(); SoCoordinate3::initClass(); SoCoordinate4::initClass(); SoLight::initClass(); SoDirectionalLight::initClass(); SoSpotLight::initClass(); SoPointLight::initClass(); SoDrawStyle::initClass(); SoEnvironment::initClass(); SoEventCallback::initClass(); SoFile::initClass(); SoFont::initClass(); SoFontStyle::initClass(); SoInfo::initClass(); SoLabel::initClass(); SoLightModel::initClass(); SoProfile::initClass(); SoLinearProfile::initClass(); SoNurbsProfile::initClass(); SoMaterial::initClass(); SoMaterialBinding::initClass(); SoNormal::initClass(); SoNormalBinding::initClass(); SoPackedColor::initClass(); SoPickStyle::initClass(); SoPolygonOffset::initClass(); SoProfileCoordinate2::initClass(); SoProfileCoordinate3::initClass(); SoShapeHints::initClass(); SoTexture2::initClass(); SoTexture3::initClass(); SoTexture2Transform::initClass(); SoTexture3Transform::initClass(); SoTextureCoordinate2::initClass(); SoTextureCoordinate3::initClass(); SoTextureCoordinateBinding::initClass(); SoTextureCoordinateFunction::initClass(); SoTextureCoordinateDefault::initClass(); SoTextureCoordinateEnvironment::initClass(); SoTextureCoordinatePlane::initClass(); SoUnknownNode::initClass(); SoVertexProperty::initClass(); SoWWWInline::initClass(); SoListener::initClass(); SoTransparencyType::initClass(); SoTextureScalePolicy::initClass(); SoTextureUnit::initClass(); SoBumpMap::initClass(); SoBumpMapCoordinate::initClass(); SoBumpMapTransform::initClass(); SoSceneTexture2::initClass(); SoTextureCoordinateCube::initClass(); SoTextureCoordinateSphere::initClass(); SoTextureCoordinateCylinder::initClass(); SoTextureCombine::initClass(); } /*! Set the override flag. If this flag is \c TRUE, the field values of this node will override the field values of other nodes of the same type during scene graph traversal. A common applicaton for "override nodes" is to place them at the top of the tree as a convenient way to force e.g. a common drawstyle on the complete tree. The override flag does not exist in the Inventor file format. This flag is in other words not persistent, and must be programmatically set. The rationale for this flag is for viewers to be able to control rendering style of the 3D models, so it would look stupid if some parts of certain models suddenly didn't adhere to the viewer mode. */ void SoNode::setOverride(const SbBool state) { if (state != this->getState(FLAG_OVERRIDE)) { // This change affects caches in the tree, so we must change our id // setting, so the caches are regenerated. CC_MUTEX_LOCK(sonode_mutex); this->uniqueId = SoNode::nextUniqueId++; CC_MUTEX_UNLOCK(sonode_mutex); if (state) this->setStateFlags(FLAG_OVERRIDE); else this->clearStateFlags(FLAG_OVERRIDE); } } /*! Return status of override flag. \sa setOverride() */ SbBool SoNode::isOverride(void) const { return this->getState(FLAG_OVERRIDE); } /*! Sets the node type for this node to \a type. Since some nodes should be handled differently in VRML1 vs. Inventor, this should be used to get correct behavior for those cases. The default node type is INVENTOR. This method is an extension versus the Open Inventor API. \sa getNodeType() */ void SoNode::setNodeType(const NodeType type) { // make sure we have enogh bits to store this type assert((uint32_t) type <= FLAG_TYPEMASK); // clear old type this->clearStateFlags(FLAG_TYPEMASK); // set new type this->setStateFlags((uint32_t) type); } /*! Returns the node type set for this node. This method is an extension versus the Open Inventor API. \sa setNodeType() */ SoNode::NodeType SoNode::getNodeType(void) const { uint32_t type = this->stateflags & FLAG_TYPEMASK; return (NodeType) type; } /*! Returns the last node that was registered under \a name. \sa SoBase::setName() */ SoNode * SoNode::getByName(const SbName & name) { SoBase * b = SoBase::getNamedBase(name, SoNode::getClassTypeId()); if (!b) return NULL; return (SoNode *)b; } /*! Finds all nodes with \a name and appends them to the \a l nodelist. Returns the number of nodes with the specified name. \sa SoBase::setName() */ int SoNode::getByName(const SbName & name, SoNodeList & l) { SoBaseList bl; int nr = SoBase::getNamedBases(name, bl, SoNode::getClassTypeId()); for (int i=0; i < nr; i++) l.append((SoNode *)bl[i]); return nr; } // ************************************************************************* // * ACTION STUFF // ************************************************************************* /*! This function performs the typical operation of a node for any action. */ void SoNode::doAction(SoAction * action) { } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Returns \c TRUE if the node could have any effect on the state during traversal. If it returns \c FALSE, no data in the traversal-state will change from the pre-traversal state to the post-traversal state. The SoSeparator node will for instance return \c FALSE, as it pushes and pops the state before and after traversal of its children. All SoShape nodes will also return \c FALSE, as just pushing out geometry data to the rendering engine won't affect the actual rendering state. The default method returns \c TRUE, on a "better safe than sorry" philosophy. */ SbBool SoNode::affectsState(void) const { return TRUE; } /*! This is a static "helper" method registered with the action, and used for calling the SoNode::getBoundingBox() virtual method which does the \e real work. */ void SoNode::getBoundingBoxS(SoAction * action, SoNode * node) { assert(action && node); SoGetBoundingBoxAction * bboxaction = (SoGetBoundingBoxAction *)action; bboxaction->checkResetBefore(); node->getBoundingBox(bboxaction); bboxaction->checkResetAfter(); } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Action method for the SoGetBoundingBoxAction. Calculates bounding box and center coordinates for node and modifies the values of the \a action to encompass the bounding box for this node and to shift the center point for the scene more towards the one for this node. Nodes influencing how geometry nodes calculates their bounding box also overrides this method to change the relevant state variables. */ void SoNode::getBoundingBox(SoGetBoundingBoxAction * action) { } /*! This is a static "helper" method registered with the action, and used for calling the SoNode::getPrimitiveCount() virtual method which does the \e real work. */ void SoNode::getPrimitiveCountS(SoAction * action, SoNode * node) { assert(action && node); node->getPrimitiveCount((SoGetPrimitiveCountAction *)action); } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Action method for the SoGetPrimitiveCountAction. Calculates the number of triangle, line segment and point primitives for the node and adds these to the counters of the \a action. Nodes influencing how geometry nodes calculates their primitive count also overrides this method to change the relevant state variables. */ void SoNode::getPrimitiveCount(SoGetPrimitiveCountAction * action) { } /*! This is a static "helper" method registered with the action, and used for calling the SoNode::GLRender() virtual method which does the \e real work. */ void SoNode::GLRenderS(SoAction * action, SoNode * node) { if ((action->getCurPathCode() != SoAction::OFF_PATH) || node->affectsState()) { if (((SoGLRenderAction*)action)->abortNow()) { SoCacheElement::invalidate(action->getState()); } else { node->GLRender((SoGLRenderAction*)action); } } if (COIN_DEBUG) { // Note: debugging code like this is also present in // SoSeparator::GLRenderBelowPath() and SoState::lazyEvaluate(), // but they are default disabled -- even when COIN_DEBUG=1 (due to // performance reasons). // // If you're seeing notifications about GL-errors from this place, // the first thing to do is to enable those debugging checks too // by setting COIN_GLERROR_DEBUGGING to "1". cc_string str; cc_string_construct(&str); const unsigned int errs = coin_catch_gl_errors(&str); if (errs > 0) { const SbBool extradebug = sogl_glerror_debugging(); SoDebugError::post("SoNode::GLRenderS", "GL error: '%s', nodetype: %s %s", cc_string_get_text(&str), node->getTypeId().getName().getString(), extradebug ? "" : "(set envvar COIN_GLERROR_DEBUGGING=1 " "and re-run to get more information)"); } cc_string_clean(&str); } } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Action method for the SoGLRenderAction. This is called during rendering traversals. Nodes influencing the rendering state in any way or who wants to throw geometry primitives at OpenGL overrides this method. */ void SoNode::GLRender(SoGLRenderAction * action) { } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Implements the SoAction::BELOW_PATH traversal method for the rendering action. */ void SoNode::GLRenderBelowPath(SoGLRenderAction * action) { this->GLRender(action); } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Implements the SoAction::IN_PATH traversal method for the rendering action. */ void SoNode::GLRenderInPath(SoGLRenderAction * action) { this->GLRender(action); } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Implements the SoAction::OFF_PATH traversal method for the rendering action. */ void SoNode::GLRenderOffPath(SoGLRenderAction * action) { this->GLRender(action); } /*! This is a static "helper" method registered with the action, and used for calling the SoNode::callback() virtual method which does the \e real work. */ void SoNode::callbackS(SoAction * action, SoNode * node) { assert(action && node); SoCallbackAction * const cbAction = (SoCallbackAction *)(action); if (cbAction->hasTerminated()) return; cbAction->setCurrentNode(node); cbAction->invokePreCallbacks(node); if (cbAction->getCurrentResponse() == SoCallbackAction::CONTINUE) { node->callback(cbAction); } cbAction->invokePostCallbacks(node); } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Action method for SoCallbackAction. Simply updates the state according to how the node behaves for the render action, so the application programmer can use the SoCallbackAction for extracting information about the scene graph. */ void SoNode::callback(SoCallbackAction * action) { } /*! This is a static "helper" method registered with the action, and used for calling the SoNode::getMatrix() virtual method which does the \e real work. */ void SoNode::getMatrixS(SoAction * action, SoNode * node) { assert(action && node); assert(action->getTypeId() == SoGetMatrixAction::getClassTypeId()); SoGetMatrixAction * const getMatrixAction = (SoGetMatrixAction *)(action); node->getMatrix(getMatrixAction); } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Action method for SoGetMatrixAction. Updates \a action by accumulating with the transformation matrix of this node (if any). */ void SoNode::getMatrix(SoGetMatrixAction * action) { } /*! This is a static "helper" method registered with the action, and used for calling the SoNode::handleEvent() virtual method which does the \e real work. */ void SoNode::handleEventS(SoAction * action, SoNode * node) { assert(action && node); assert(action->getTypeId().isDerivedFrom(SoHandleEventAction::getClassTypeId())); SoHandleEventAction * handleEventAction = (SoHandleEventAction *)(action); node->handleEvent(handleEventAction); } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Action method for SoHandleEventAction. Inspects the event data from \a action, and processes it if it is something which this node should react to. Nodes influencing relevant state variables for how event handling is done also overrides this method. */ void SoNode::handleEvent(SoHandleEventAction * action) { } /*! This is a static "helper" method registered with the action, and used for calling the SoNode::pick() virtual method which does the \e real work. */ void SoNode::pickS(SoAction * action, SoNode * node) { assert(action && node); assert(action->getTypeId().isDerivedFrom(SoPickAction::getClassTypeId())); SoPickAction * const pickAction = (SoPickAction *)(action); node->pick(pickAction); } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Action method for SoPickAction. Does common processing for SoPickAction \a action instances. */ void SoNode::pick(SoPickAction * action) { } /*! This is a static "helper" method registered with the action, and used for calling the SoNode::rayPick() virtual method which does the \e real work. */ void SoNode::rayPickS(SoAction * action, SoNode * node) { assert(action && node); assert(action->getTypeId().isDerivedFrom(SoRayPickAction::getClassTypeId())); SoRayPickAction * const rayPickAction = (SoRayPickAction *)(action); node->rayPick(rayPickAction); } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Action method for SoRayPickAction. Checks the ray specification of the \a action and tests for intersection with the data of the node. Nodes influencing relevant state variables for how picking is done also overrides this method. */ void SoNode::rayPick(SoRayPickAction * action) { // if node has no defined rayPick(), try the pick method this->pick(action); } /*! This is a static "helper" method registered with the action, and used for calling the SoNode::search() virtual method which does the \e real work. */ void SoNode::searchS(SoAction * action, SoNode * node) { assert(action && node); assert(action->getTypeId().isDerivedFrom(SoSearchAction::getClassTypeId())); SoSearchAction * const searchAction = (SoSearchAction *)(action); node->search(searchAction); } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Action method for SoSearchAction. Compares the search criteria from the \a action to see if this node is a match. Searching is done by matching up \e all criteria set up in the SoSearchAction -- if \e any of the requested criteria is a miss, the search is not deemed successful for the node. \sa SoSearchAction */ void SoNode::search(SoSearchAction * action) { if (action->isFound()) { return; } int lookfor = action->getFind(); SbBool hit = FALSE; // A little tidbit of history, which could be relevant when // answering support inquiries: Coin v1.0.0 was released with a bug // where just one hit out of the criteria would make the search // operation on the node successful. Since this doesn't match // neither the behavior of SGI Inventor nor the documentation for // SoSearchAction, we corrected the behavior for Coin v1.0.1 even // though this is on the borderline of what is acceptable for fixing // in a minor patch-release update. // // mortene. if (lookfor & SoSearchAction::NODE) { hit = this == action->getNode(); if (!hit) { return; } } if (lookfor & SoSearchAction::NAME) { hit = this->getName() == action->getName(); if (!hit) { return; } } if (lookfor & SoSearchAction::TYPE) { SbBool chkderived; SoType searchtype = action->getType(chkderived); hit = (this->getTypeId() == searchtype) || (chkderived && this->getTypeId().isDerivedFrom(searchtype)); if (!hit) { return; } } if (hit) { action->addPath(action->getCurPath()->copy()); } } /*! This is a static "helper" method registered with the action, and used for calling the SoNode::write() virtual method which does the \e real work. */ void SoNode::writeS(SoAction * action, SoNode * node) { assert(action && node); assert(action->getTypeId().isDerivedFrom(SoWriteAction::getClassTypeId())); SoWriteAction * const writeAction = (SoWriteAction *)(action); // Do not write Proto instance graphs. Just let the Proto instance // class handle the writing. SoProtoInstance * proto = SoProtoInstance::findProtoInstance(node); if (proto) { node = proto; } node->write(writeAction); } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Action method for SoWriteAction. Writes out a node object, and any connected nodes, engines etc, if necessary. */ void SoNode::write(SoWriteAction * action) { SoOutput * out = action->getOutput(); SoNode * node = this; SoProtoInstance * proto = SoProtoInstance::findProtoInstance(this); if (proto) { node = proto; } if (out->getStage() == SoOutput::COUNT_REFS) { node->addWriteReference(out, FALSE); } else if (out->getStage() == SoOutput::WRITE) { if (node->writeHeader(out, FALSE, FALSE)) return; // check for special case where we actually have to write out an // SoEngineOutput "field". An engine output might be connected via // an IS reference in a PROTO, and we then need to write back this // IS reference when exporting the VRML file. SoProto * proto = out->getCurrentProto(); if (proto && node->isOfType(SoNodeEngine::getClassTypeId())) { SoEngineOutputList l; const int num = ((SoNodeEngine*)node)->getOutputs(l); for (int i = 0; i < num; i++) { SbName name; if (((SoNodeEngine*)node)->getOutputName(l[i], name)) { SbName pname = proto->findISReference(node, name); if (pname.getLength()) { out->indent(); out->write(name.getString()); out->write(" IS "); out->write(pname.getString()); out->write("\n"); } } } } node->getFieldData()->write(out, node); node->writeFooter(out); } else assert(0 && "unknown stage"); } /*! This is a static "helper" method registered with the action, and used for calling the SoNode::audioRender() virtual method which does the \e real work. */ void SoNode::audioRenderS(SoAction * action, SoNode * node) { assert(action && node); assert(action->getTypeId().isDerivedFrom(SoAudioRenderAction::getClassTypeId())); SoAudioRenderAction * const ara = (SoAudioRenderAction *)(action); node->audioRender(ara); } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Action method for SoAudioRenderAction. Does common processing for SoAudioRenderAction \a action instances. */ void SoNode::audioRender(SoAudioRenderAction * action) { } // Note that this documentation will also be used for all subclasses // which reimplements the method, so keep the doc "generic enough". /*! Returns list of children for this node. */ SoChildList * SoNode::getChildren(void) const { return NULL; } /*! Called from SoHandleEventAction::setGrabber() to notify a node when it becomes the node where all events are sent. */ void SoNode::grabEventsSetup(void) { } /*! Called from SoHandleEventAction to notify a node when it looses status as the node where events are sent. */ void SoNode::grabEventsCleanup(void) { } /*! This returns the node's current unique identification number. It is unlikely that application programmers will ever need use this method fom client application code, unless working with extensions to the core library (and probably not even then). The id number is only valid for as long as the node is kept unchanged -- upon \e any kind of change the internal id will be updated (in the notify() method), and the old id number forgotten. The technique described above plays an important role in the way internal scenegraph caches are set up and invalidated. \sa SoNode::getNextNodeId() */ uint32_t SoNode::getNodeId(void) const { return this->uniqueId; } // Documentation in superclass. void SoNode::writeInstance(SoOutput * out) { SoNode * node = this; SoProtoInstance * proto = SoProtoInstance::findProtoInstance(this); if (proto) { node = proto; } // Catch common misuse of SoOutput (a single pass instead of two, // lacking the setStage() initialization). assert(((out->getStage() == SoOutput::COUNT_REFS) || (out->getStage() == SoOutput::WRITE)) && "unknown write stage"); SoWriteAction wa(out); wa.continueToApply(node); } /*! Add a copy of this node and (recursively) all children to the copy dictionary of SoFieldContainer if this has not already been done. Used internally during copy operations. */ SoNode * SoNode::addToCopyDict(void) const { #if COIN_DEBUG && 0 // debug SoDebugError::postInfo("SoNode::addToCopyDict", "%s node", this->getTypeId().getName().getString()); #endif // debug SoNode * cp = (SoNode *)SoFieldContainer::checkCopy(this); if (!cp) { // We need to do some extra work when copying nodes that are // ProtoInstance root nodes. We create a new ProtoInstance node, // and register its root node as the copy. pederb, 2002-06-17 SoProtoInstance * inst = SoProtoInstance::findProtoInstance(this); if (inst) { SoProto * proto = inst->getProtoDefinition(); SoProtoInstance * newinst = proto->createProtoInstance(); if (inst->getName().getLength()) newinst->setName(inst->getName()); cp = newinst->getRootNode(); assert(cp); // We have to call addCopy() before calling copyContents() since // the proto instance might have a field that has a pointer to // the root node. pederb, 2002-09-04 SoFieldContainer::addCopy(this, cp); newinst->copyContents(inst, FALSE); } else { if (this->isOfType(SoProto::getClassTypeId())) { // just copy the pointer. A PROTO definition is // read-only. It's not possible to change it after it has been // created so this should be safe. cp = (SoNode*) this; } else { cp = (SoNode *)this->getTypeId().createInstance(); } assert(cp); SoFieldContainer::addCopy(this, cp); SoChildList * l = this->getChildren(); for (int i=0; l && (i < l->getLength()); i++) (void)(*l)[i]->addToCopyDict(); } } return cp; } // Doc in superclass. void SoNode::copyContents(const SoFieldContainer * from, SbBool copyconnections) { // workaround when copying PROTO definitions. A PROTO definition is // read-only, and we just copy the pointer (in // SoNode::addToCopyDict(), not the contents. if (!this->isOfType(SoProto::getClassTypeId())) { inherited::copyContents(from, copyconnections); SoNode * src = (SoNode *)from; this->stateflags = src->stateflags; } } // Overridden from parent class. SoFieldContainer * SoNode::copyThroughConnection(void) const { // Important note: _don't_ try to optimize by skipping the // checkCopy() call, as we're not supposed to create copies of // containers "outside" the part of the scene graph which is // involved in the copy operation. SoFieldContainer * connfc = SoFieldContainer::checkCopy(this); // if a copy has been made, return the findCopy instance (findCopy // will run copyContents() the first time it's called on an // instance). if (connfc) return SoFieldContainer::findCopy(this, TRUE); // if no copy has been made, just return self return (SoFieldContainer*) this; } /*! Return the next unique identification number to be assigned upon node construction or change. It is unlikely that application programmers will ever need use this method from client application code, unless working with extensions to the core library (and probably not even then). \sa SoNode::getNodeId */ uint32_t SoNode::getNextNodeId(void) { return SoNode::nextUniqueId; } /*! \COININTERNAL */ const SoFieldData ** SoNode::getFieldDataPtr(void) { return NULL; } // Doc in super. SbBool SoNode::readInstance(SoInput * in, unsigned short flags) { // Overridden to set node type. SbBool ret = inherited::readInstance(in, flags); if (ret) { if (in->isFileVRML1()) this->setNodeType(SoNode::VRML1); else if (in->isFileVRML2()) this->setNodeType(SoNode::VRML2); } return ret; } /*! Get the node compatibility mask for node type \a nodetype. The return value will be a bit mask of SoNode::NodeType flags, containing one or several flags. \COIN_FUNCTION_EXTENSION \since Coin 2.0 */ uint32_t SoNode::getCompatibilityTypes(const SoType & nodetype) { assert(compatibility_dict); assert(nodetype.isDerivedFrom(SoNode::getClassTypeId())); uint32_t tmp; if (compatibility_dict->get(nodetype.getKey(), tmp)) { return tmp; } return SoNode::EXTENSION; } /*! Set the node compatibility mask for node type \a nodetype. The mask specifies for which file formats the node is supported. \COIN_FUNCTION_EXTENSION \sa getCompatibilityMode() \since Coin 2.0 */ void SoNode::setCompatibilityTypes(const SoType & nodetype, const uint32_t bitmask) { assert(compatibility_dict); assert(nodetype.isDerivedFrom(SoNode::getClassTypeId())); compatibility_dict->put(nodetype.getKey(), bitmask); } // // called by atexit() // void SoNode::cleanupClass(void) { delete compatibility_dict; CC_MUTEX_DESTRUCT(sonode_mutex); } // just undef flags here #undef FLAG_TYPEMASK #undef FLAG_OVERRIDE // The following function should probably eventually be renamed/moved // to SoAction::initActionMethods(). We cannot initialize action // methods in SoAction::initClass() since nodes must be initialized // before we can set up action methods, and we cannot initialize nodes // before actions, since elements (which also depend on actions) are // enabled in nodes. static void init_action_methods(void) { SoCallbackAction::addMethod(SoNode::getClassTypeId(), SoNode::callbackS); SoGLRenderAction::addMethod(SoNode::getClassTypeId(), SoNode::GLRenderS); SoGetBoundingBoxAction::addMethod(SoNode::getClassTypeId(), SoNode::getBoundingBoxS); SoGetMatrixAction::addMethod(SoNode::getClassTypeId(), SoNode::getMatrixS); SoGetPrimitiveCountAction::addMethod(SoNode::getClassTypeId(), SoNode::getPrimitiveCountS); SoHandleEventAction::addMethod(SoNode::getClassTypeId(), SoNode::handleEventS); SoPickAction::addMethod(SoNode::getClassTypeId(), SoNode::pickS); // most methods for SoRayPickAction are inherited from SoPickAction SoRayPickAction::addMethod(SoCamera::getClassTypeId(), SoNode::rayPickS); SoRayPickAction::addMethod(SoSeparator::getClassTypeId(), SoNode::rayPickS); SoRayPickAction::addMethod(SoLOD::getClassTypeId(), SoNode::rayPickS); SoRayPickAction::addMethod(SoLevelOfDetail::getClassTypeId(), SoNode::rayPickS); SoRayPickAction::addMethod(SoShape::getClassTypeId(), SoNode::rayPickS); SoRayPickAction::addMethod(SoTexture2::getClassTypeId(), SoNode::rayPickS); SoRayPickAction::addMethod(SoBumpMap::getClassTypeId(), SoNode::rayPickS); SoRayPickAction::addMethod(SoImage::getClassTypeId(), SoNode::rayPickS); SoRayPickAction::addMethod(SoSceneTexture2::getClassTypeId(), SoNode::rayPickS); SoSearchAction::addMethod(SoNode::getClassTypeId(), SoNode::searchS); SoWriteAction::addMethod(SoNode::getClassTypeId(), SoNode::writeS); SoAudioRenderAction::addMethod(SoNode::getClassTypeId(), SoAction::nullAction); SoAudioRenderAction::addMethod(SoListener::getClassTypeId(), SoNode::audioRenderS); SoAudioRenderAction::addMethod(SoCamera::getClassTypeId(), SoNode::audioRenderS); SoAudioRenderAction::addMethod(SoGroup::getClassTypeId(), SoNode::audioRenderS); SoAudioRenderAction::addMethod(SoWWWInline::getClassTypeId(), SoNode::audioRenderS); SoAudioRenderAction::addMethod(SoFile::getClassTypeId(), SoNode::audioRenderS); // just call doAction() for all transformation nodes. This will make // sound nodes work even for extension nodes that implements the // doAction() method SoAudioRenderAction::addMethod(SoTransformation::getClassTypeId(), SoAudioRenderAction::callDoAction); }