/**************************************************************************\ * * 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 * \**************************************************************************/ #ifdef HAVE_CONFIG_H #include #endif // HAVE_CONFIG_H #ifdef HAVE_VRML97 /*! \class SoVRMLShape SoVRMLShape.h Inventor/VRMLnodes/SoVRMLShape.h \brief The SoVRMLShape class holds geometry and geometry appearance nodes. \ingroup VRMLnodes \WEB3DCOPYRIGHT \verbatim Shape { exposedField SFNode appearance NULL exposedField SFNode geometry NULL } \endverbatim The Shape node has two fields, \e appearance and \e geometry, which are used to create rendered objects in the world. The \e appearance field contains an SoVRMLAppearance node that specifies the visual attributes (e.g., material and texture) to be applied to the geometry. The geometry field contains a geometry node. The specified geometry node is rendered with the specified appearance nodes applied. See 4.6.3, Shapes and geometry (), and SoVRMLAppearance, for more information. 4.14, Lighting model (), contains details of the VRML lighting model and the interaction between Appearance nodes and geometry nodes. If the geometry field is NULL, the object is not drawn. */ /*! \enum SoVRMLShape::CacheEnabled Used to enumerate cache strategies. */ /*! \var SoVRMLShape::CacheEnabled SoVRMLShape::OFF Never cache */ /*! \var SoVRMLShape::CacheEnabled SoVRMLShape::ON Always cache */ /*! \var SoVRMLShape::CacheEnabled SoVRMLShape::AUTO Use heuristics to try to figure out the optimal caching policy. */ /*! \var SoSFNode SoVRMLShape::appearance Can store an SoVRMLAppearance node, or NULL. */ /*! \var SoSFNode SoVRMLShape::geometry Can store any SoVRMLGeometry subclass, or NULL. */ /*! \var SoSFEnum SoVRMLShape::renderCaching Render caching strategy. Default value is AUTO. */ /*! \var SoSFEnum SoVRMLShape::boundingBoxCaching Bounding box caching strategy. Default value is AUTO. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef HAVE_THREADS #include #endif // HAVE_THREADS // ************************************************************************* class SoVRMLShapeP { public: SoGLCacheList * cachelist; SoChildList * childlist; SbBool childlistvalid; #ifdef COIN_THREADSAFE SbMutex childlistmutex; void lockChildList(void) { this->childlistmutex.lock(); } void unlockChildList(void) { this->childlistmutex.unlock(); } #else // !COIN_THREADSAFE void lockChildList(void) { } void unlockChildList(void) { } #endif // !COIN_THREADSAFE }; // ************************************************************************* SO_NODE_SOURCE(SoVRMLShape); // ************************************************************************* static int sovrmlshape_numrendercaches = 0; static void sovrmlshape_cleanup(void) { sovrmlshape_numrendercaches = 0; } // ************************************************************************* void SoVRMLShape::initClass(void) // static { SO_NODE_INTERNAL_INIT_CLASS(SoVRMLShape, SO_VRML97_NODE_TYPE); coin_atexit((coin_atexit_f*)sovrmlshape_cleanup, CC_ATEXIT_NORMAL); SoType type = SoVRMLShape::getClassTypeId(); SoRayPickAction::addMethod(type, SoNode::rayPickS); } #define PRIVATE(thisp) ((thisp)->pimpl) SoVRMLShape::SoVRMLShape(void) { PRIVATE(this) = new SoVRMLShapeP; SO_VRMLNODE_INTERNAL_CONSTRUCTOR(SoVRMLShape); SO_VRMLNODE_ADD_EXPOSED_FIELD(appearance, (NULL)); SO_VRMLNODE_ADD_EXPOSED_FIELD(geometry, (NULL)); SO_NODE_ADD_FIELD(renderCaching, (AUTO)); SO_NODE_ADD_FIELD(boundingBoxCaching, (AUTO)); SO_NODE_DEFINE_ENUM_VALUE(CacheEnabled, ON); SO_NODE_DEFINE_ENUM_VALUE(CacheEnabled, OFF); SO_NODE_DEFINE_ENUM_VALUE(CacheEnabled, AUTO); SO_NODE_SET_SF_ENUM_TYPE(renderCaching, CacheEnabled); SO_NODE_SET_SF_ENUM_TYPE(boundingBoxCaching, CacheEnabled); // supply a NULL-pointer as parent, since notifications will be // handled by the fields that actually contain the node(s) PRIVATE(this)->childlist = new SoChildList(NULL); PRIVATE(this)->childlistvalid = FALSE; PRIVATE(this)->cachelist = NULL; } SoVRMLShape::~SoVRMLShape() { delete PRIVATE(this)->childlist; delete PRIVATE(this)->cachelist; delete PRIVATE(this); } void SoVRMLShape::setNumRenderCaches(int num) { sovrmlshape_numrendercaches = num; } int SoVRMLShape::getNumRenderCaches(void) { return sovrmlshape_numrendercaches; } SbBool SoVRMLShape::affectsState(void) const { return FALSE; } void SoVRMLShape::doAction(SoAction * action) { SoState * state = action->getState(); if (state->isElementEnabled(SoLazyElement::getClassStackIndex())) { if ((this->appearance.getValue() == NULL) || (((SoVRMLAppearance*)this->appearance.getValue())->material.getValue() == NULL)) { SoLazyElement::setLightModel(state, SoLazyElement::BASE_COLOR); } } state->push(); int numindices; const int * indices; if (action->getPathCode(numindices, indices) == SoAction::IN_PATH) { this->getChildren()->traverseInPath(action, numindices, indices); } else { this->getChildren()->traverse(action); // traverse all children } state->pop(); } void SoVRMLShape::callback(SoCallbackAction * action) { SoVRMLShape::doAction((SoAction*) action); } void SoVRMLShape::GLRender(SoGLRenderAction * action) { SoState * state = action->getState(); state->push(); if ((this->appearance.getValue() == NULL) || (((SoVRMLAppearance*)this->appearance.getValue())->material.getValue() == NULL)) { SoLazyElement::setLightModel(state, SoLazyElement::BASE_COLOR); } int numindices; const int * indices; SoAction::PathCode pathcode = action->getPathCode(numindices, indices); SoNode ** childarray = (SoNode**) this->getChildren()->getArrayPtr(); if (pathcode == SoAction::IN_PATH) { int lastchild = indices[numindices - 1]; for (int i = 0; i <= lastchild && !action->hasTerminated(); i++) { SoNode * child = childarray[i]; action->pushCurPath(i, child); if (action->getCurPathCode() != SoAction::OFF_PATH || child->affectsState()) { if (!action->abortNow()) { child->GLRender(action); } else { SoCacheElement::invalidate(state); } } action->popCurPath(pathcode); } } else { action->pushCurPath(); int n = this->getChildren()->getLength(); for (int i = 0; i < n && !action->hasTerminated(); i++) { action->popPushCurPath(i, childarray[i]); if (action->abortNow()) { // only cache if we do a full traversal SoCacheElement::invalidate(state); break; } childarray[i]->GLRender(action); } action->popCurPath(); } state->pop(); } void SoVRMLShape::getBoundingBox(SoGetBoundingBoxAction * action) { SoState * state = action->getState(); state->push(); int numindices; const int * indices; if (action->getPathCode(numindices, indices) == SoAction::IN_PATH) { this->getChildren()->traverseInPath(action, numindices, indices); } else { this->getChildren()->traverse(action); // traverse all children } state->pop(); } void SoVRMLShape::rayPick(SoRayPickAction * action) { SoVRMLShape::doAction(action); } // Doc in parent void SoVRMLShape::write(SoWriteAction * action) { // do not call inherited::write() or SoGroup::write() this->boundingBoxCaching.setDefault(TRUE); this->renderCaching.setDefault(TRUE); inherited::write(action); } void SoVRMLShape::search(SoSearchAction * action) { // Include this node in the search. SoNode::search(action); if (action->isFound()) return; SoVRMLShape::doAction(action); } void SoVRMLShape::getPrimitiveCount(SoGetPrimitiveCountAction * action) { SoVRMLShape::doAction((SoAction*) action); } SoChildList * SoVRMLShape::getChildren(void) const { if (!PRIVATE(this)->childlistvalid) { // this is not 100% thread safe. The assumption is that no nodes // will be added or removed while a scene graph is being // traversed. For Coin, this is an ok assumption. PRIVATE(this)->lockChildList(); // test again after we've locked if (!PRIVATE(this)->childlistvalid) { SoVRMLShape * thisp = (SoVRMLShape*) this; SoVRMLParent::updateChildList(thisp, *(PRIVATE(thisp)->childlist)); PRIVATE(thisp)->childlistvalid = TRUE; } PRIVATE(this)->unlockChildList(); } return PRIVATE(this)->childlist; } void SoVRMLShape::notify(SoNotList * list) { SoField * f = list->getLastField(); if (f && f->getTypeId() == SoSFNode::getClassTypeId()) { PRIVATE(this)->childlistvalid = FALSE; } inherited::notify(list); } void SoVRMLShape::copyContents(const SoFieldContainer * from, SbBool copyConn) { inherited::copyContents(from, copyConn); PRIVATE(this)->childlistvalid = FALSE; PRIVATE(this)->childlist->truncate(0); } #undef PRIVATE #endif // HAVE_VRML97