/**************************************************************************\ * * 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 SoSwitch SoSwitch.h Inventor/nodes/SoSwitch.h \brief The SoSwitch class is a group node which selects one child subgraph for traversal. \ingroup nodes Which child to traverse is controlled by the application programmer by using the SoSwitch::whichChild field. In addition to picking out a single child for traversal, it is also possible to flip all children on or off for traversal. This node is very useful for conditionally turning on or off parts of the scenegraph based on the current application processing mode, visualizing mode, or whatever else the application can do. FILE FORMAT/DEFAULTS: \code Switch { whichChild -1 } \endcode */ // ************************************************************************* #include #include #include #include // COIN_OBSOLETED() #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../io/SoWriterefCounter.h" #include // ************************************************************************* /*! \var SoSFInt32 SoSwitch::whichChild Selects which child to traverse during rendering (and some other) actions. The value should be either \c SO_SWITCH_NONE (for traversing no children, like it was an empty SoGroup node), \c SO_SWITCH_ALL (for traversing like if we were an SoGroup node), \c SO_SWITCH_INHERIT (for traversing the same child as the last SoSwitch node), or an index value for a child. When using \c SO_SWITCH_INHERIT, it is important to understand how the SoSwitch-node is affected by other SoSwitch-nodes. If you have several switches in the scenegraph, the last switch with its \c whichChild field set to anything but \c SO_SWITCH_INHERIT will be used. The switch does not only inherit from its parent switch node, but also from its siblings, located anywhere before it in the scenegraph. An example will help clarify this: \code #Inventor V2.1 ascii Separator { Switch { whichChild 0 Group { Switch { whichChild 1 BaseColor { rgb 1 0 0 } # red BaseColor { rgb 1 1 0 } # yellow } Switch { whichChild -2 # SO_SWITCH_INHERIT BaseColor { rgb 0 1 0 } # green BaseColor { rgb 0 0 1 } # blue } Cube { } } } } \endcode This results in a blue cube on the screen. The reason being that the value of the previous \c whichChild field was inherited by the final switch, making it select child 1 - the blue BaseColor. When constructing ascii Inventor files, the integer values for the keywords must be used instead of their names. They are -1 for \c SO_SWITCH_NONE, -2 for \c SO_SWITCH_INHERIT, and -3 for \c SO_SWITCH_ALL. Default value for the field is \c SO_SWITCH_NONE. */ // ************************************************************************* #include "SoSoundElementHelper.h" class SoSwitchP : public SoSoundElementHelper { public: SoSwitchP(SoSwitch * master) : master(master) {}; SoSwitch *master; }; #undef PRIVATE #define PRIVATE(p) ((p)->pimpl) #undef PUBLIC #define PUBLIC(p) ((p)->master) SO_NODE_SOURCE(SoSwitch); /*! Default constructor. */ SoSwitch::SoSwitch(void) { this->commonConstructor(); } /*! Constructor. The argument should be the approximate number of children which is expected to be inserted below this node. The number need not be exact, as it is only used as a hint for better memory resource allocation. */ SoSwitch::SoSwitch(int numchildren) : inherited(numchildren) { this->commonConstructor(); } void SoSwitch::commonConstructor(void) { PRIVATE(this) = new SoSwitchP(this); SO_NODE_INTERNAL_CONSTRUCTOR(SoSwitch); SO_NODE_ADD_FIELD(whichChild, (SO_SWITCH_NONE)); } /*! Destructor. */ SoSwitch::~SoSwitch() { delete PRIVATE(this); } // doc in super void SoSwitch::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoSwitch, SO_FROM_INVENTOR_1|SoNode::VRML1); SO_ENABLE(SoGetBoundingBoxAction, SoSwitchElement); SO_ENABLE(SoSearchAction, SoSwitchElement); SO_ENABLE(SoGetMatrixAction, SoSwitchElement); SO_ENABLE(SoGLRenderAction, SoSwitchElement); SO_ENABLE(SoPickAction, SoSwitchElement); SO_ENABLE(SoCallbackAction, SoSwitchElement); SO_ENABLE(SoGetPrimitiveCountAction, SoSwitchElement); SO_ENABLE(SoHandleEventAction, SoSwitchElement); } // Documented in superclass. void SoSwitch::GLRender(SoGLRenderAction * action) { this->doAction(action); } // Documented in superclass. void SoSwitch::getBoundingBox(SoGetBoundingBoxAction * action) { SoSwitch::doAction(action); } // Documented in superclass. void SoSwitch::search(SoSearchAction * action) { // This method must be overridden in SoSwitch nodes to take into // account if the search involves every single node, or just the // nodes involved in normal graph traversal. // Include this node in the search. SoNode::search(action); if (action->isFound()) return; if (action->isSearchingAll()) { this->children->traverse(action); } else { SoSwitch::doAction(action); } } // Documented in superclass. void SoSwitch::doAction(SoAction * action) { SoState * state = action->getState(); int idx = this->whichChild.isIgnored() ? SO_SWITCH_NONE : this->whichChild.getValue(); if (idx == SO_SWITCH_INHERIT) { idx = SoSwitchElement::get(action->getState()); // when we inherit, idx might be out of range. Use modulo. if (idx >= this->getNumChildren()) idx %= this->getNumChildren(); } else { SoSwitchElement::set(state, idx); } int numindices; const int * indices; SoAction::PathCode pathcode = action->getPathCode(numindices, indices); if (idx == SO_SWITCH_ALL) { if (action->isOfType(SoGetBoundingBoxAction::getClassTypeId())) { // calculate center of bbox if bboxaction. This makes the // switch node behave exactly like a group node SoGetBoundingBoxAction * bbaction = (SoGetBoundingBoxAction*) action; // Initialize accumulation variables. SbVec3f acccenter(0.0f, 0.0f, 0.0f); int numcenters = 0; // only traverse nodes in path(s) for IN_PATH traversal int n = pathcode == SoAction::IN_PATH ? numindices : this->getNumChildren(); for (int i = 0; i < n; i++) { this->children->traverse(bbaction, pathcode == SoAction::IN_PATH ? indices[i] : i); // If center point is set, accumulate. if (bbaction->isCenterSet()) { acccenter += bbaction->getCenter(); numcenters++; bbaction->resetCenter(); } } if (numcenters != 0) { bbaction->setCenter(acccenter / float(numcenters), FALSE); } } else { // not a getBoundingBoxAction if (pathcode == SoAction::IN_PATH) { this->children->traverseInPath(action, numindices, indices); } else { this->children->traverse(action); } } } else { if (idx >= 0) { // should only traverse one child if (pathcode == SoAction::IN_PATH) { // traverse only if one path matches idx for (int i = 0; i < numindices; i++) { if (indices[i] == idx) { this->children->traverse(action, idx); break; } } } else { // off, below or no path traversal // be robust for index out of range if (idx >= this->getNumChildren()) { #if COIN_DEBUG static SbBool first = TRUE; if (first) { first = FALSE; SbString s("(warning will be printed once, but there might be more cases of this problem)."); int lastidx = this->getNumChildren()-1; if (lastidx >= 0) { SoDebugError::post("SoSwitch::doAction", "whichChild %d out of range [0, %d] %s", idx, lastidx, s.getString()); } else { SoDebugError::post("SoSwitch::doAction", "whichChild %d out of range -- " "switch node has no children! %s", idx, s.getString()); } } #endif // COIN_DEBUG } else { this->children->traverse(action, idx); } } } PRIVATE(this)->traverseInactiveChildren(this, action, idx, pathcode, this->getNumChildren(), this->getChildren()); } } // Documented in superclass. SbBool SoSwitch::affectsState(void) const { // Overridden because when this function is called we don't know // which "mode" the traversing action is in. If it's an // SoSearchAction with isSearchingAll() set to TRUE, we should // behave as if whichChild == SO_SWITCH_ALL, for instance. // // (To handle this exact case, SGI and TGS Inventor seems to use a // global static flag SoSearchAction::duringSearchAll. We find this // to be an utterly crap idea, though.) // // So to be safe, we _always_ behave as if whichChild is set to // traverse all children. The worst that can happen is that we get a // "false positive", ie TRUE when it should be FALSE. That means the // action needs to traverse one level further down onto one of our // children -- which will just take a miniscule amount of additional // processing time. int n = this->getNumChildren(); for (int i=0; i < n; i++) { if (this->getChild(i)->affectsState()) { return TRUE; } } return FALSE; } // Documented in superclass. void SoSwitch::callback(SoCallbackAction *action) { SoSwitch::doAction(action); } // Documented in superclass. void SoSwitch::audioRender(SoAudioRenderAction * action) { PRIVATE(this)->preAudioRender(this, action); SoSwitch::doAction((SoAction*)action); PRIVATE(this)->postAudioRender(this, action); } // Documented in superclass. void SoSwitch::pick(SoPickAction *action) { SoSwitch::doAction((SoAction*)action); } // Documented in superclass. void SoSwitch::handleEvent(SoHandleEventAction *action) { SoSwitch::doAction(action); } // Documented in superclass. void SoSwitch::getMatrix(SoGetMatrixAction *action) { switch (action->getCurPathCode()) { case SoAction::OFF_PATH: case SoAction::IN_PATH: SoSwitch::doAction((SoAction*)action); break; default: break; } } // Documented in superclass. void SoSwitch::write(SoWriteAction * action) { // to keep child numbering, always write out all children for a // switch SoOutput * out = action->getOutput(); if (out->getStage() == SoOutput::COUNT_REFS) { this->addWriteReference(out, FALSE); // Only increase number of writereferences to the top level node // in a tree which is used multiple times. if (!SoWriterefCounter::instance(out)->hasMultipleWriteRefs(this)) this->getChildren()->traverse(action); } else if (out->getStage() == SoOutput::WRITE) { if (this->writeHeader(out, TRUE, FALSE)) return; this->getFieldData()->write(out, this); if (out->isBinary()) out->write(this->getNumChildren()); this->getChildren()->traverse(action); this->writeFooter(out); } else assert(0 && "unknown stage"); } // Documented in superclass. void SoSwitch::getPrimitiveCount(SoGetPrimitiveCountAction *action) { SoSwitch::doAction((SoAction*)action); } /*! This function was part of the original SGI Inventor API, but it is not supported in Coin, as it looks like it should probably have been private in Inventor. */ void SoSwitch::traverseChildren(SoAction * action) { COIN_OBSOLETED(); } // Doc from superclass. void SoSwitch::notify(SoNotList * nl) { SoNotRec * rec = nl->getLastRec(); // If whichChild is set to a specific child and we get a // notification from some other child, ignore it to avoid redraws // and invalidated caches because of inactive parts of the scene // graph. This fixes cases like these: // DEF Switch { // whichChild 1 // Separator { // Rotor { // on TRUE // speed 1 // } // } // Separator { // Cube { } // } // } SbBool ignoreit = FALSE; // if getBase() == this, the notification is from a field under this // node, and should _not_ be ignored if (rec && (rec->getBase() != (SoBase*) this)) { int which = this->whichChild.getValue(); if (which == -1) ignoreit = TRUE; // also ignore if no children are traversed else if (which >= 0) { int fromchild = this->findChild((SoNode*) rec->getBase()); if (fromchild >= 0 && fromchild != which) ignoreit = TRUE; } } if (!ignoreit) { inherited::notify(nl); PRIVATE(this)->notifyCalled(); } }