/**************************************************************************\ * * 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 SoVRMLSwitch SoVRMLSwitch.h Inventor/VRMLnodes/SoVRMLSwitch.h \brief The SoVRMLSwitch class is a group node for traversing selected children. \ingroup VRMLnodes \WEB3DCOPYRIGHT \verbatim Switch { exposedField MFNode choice [] exposedField SFInt32 whichChoice -1 # [-1, inf) } \endverbatim The Switch grouping node traverses zero or one of the nodes specified in the choice field. 4.6.5, Grouping and children nodes (), describes details on the types of nodes that are legal values for choice. The \e whichChoice field specifies the index of the child to traverse, with the first child having index 0. If whichChoice is less than zero or greater than the number of nodes in the choice field, nothing is chosen. All nodes under a Switch continue to receive and send events regardless of the value of whichChoice. For example, if an active SoVRMLTimeSensor is contained within an inactive choice of an Switch, the SoVRMLTimeSensor sends events regardless of the Switch's state. */ /*! \var SoMFNode SoVRMLSwitch::choice Contains the children. */ /*! \var SoSFInt32 SoVRMLSwitch::whichChoice Selected choice. Can be a positive number from 0 to , or one of the constants SO_SWITCH_NODE, SO_SWITCH_ALL or SO_SWITCH_INHERIT. Default value is SO_SWITCH_NONE. */ #include #include #include "../nodes/SoSoundElementHelper.h" #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 SoVRMLSwitchP : public SoSoundElementHelper { public: 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 }; #define PRIVATE(thisp) ((thisp)->pimpl) // ************************************************************************* SO_NODE_SOURCE(SoVRMLSwitch); // ************************************************************************* // Doc in parent void SoVRMLSwitch::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoVRMLSwitch, SO_VRML97_NODE_TYPE); } /*! Constructor. */ SoVRMLSwitch::SoVRMLSwitch(void) { this->commonConstructor(); } /*! Constructor. \a choices is the expected number of children. */ SoVRMLSwitch::SoVRMLSwitch(int choices) : SoGroup(choices) { this->commonConstructor(); } // commen constructor void SoVRMLSwitch::commonConstructor(void) { PRIVATE(this) = new SoVRMLSwitchP; PRIVATE(this)->childlistvalid = FALSE; SO_VRMLNODE_INTERNAL_CONSTRUCTOR(SoVRMLSwitch); SO_VRMLNODE_ADD_EXPOSED_FIELD(whichChoice, (SO_SWITCH_NONE)); SO_VRMLNODE_ADD_EMPTY_EXPOSED_MFIELD(choice); // HACK WARNING: All children of this node are stored in the choice // field. Avoid double notifications (because of notification // through SoChildList) be reallocating the SoChildList with a // NULL-parent here. SoGroup will have allocated an SoChildList in // its constructor when we get here. delete this->SoGroup::children; this->SoGroup::children = new SoChildList(NULL); } /*! Destructor. */ SoVRMLSwitch::~SoVRMLSwitch(void) { delete PRIVATE(this); } // Doc in parent SbBool SoVRMLSwitch::affectsState(void) const // virtual { int idx = this->whichChoice.getValue(); if (idx == SO_SWITCH_NONE) return FALSE; if (idx >= this->getNumChildren()) return FALSE; if (idx >= 0 && !this->getChild(idx)->affectsState()) return FALSE; // FIXME: cover SO_SWITCH_INHERIT and SO_SWITCH_ALL. return TRUE; } /*! Adds \a choice to the \a choice field. */ void SoVRMLSwitch::addChoice(SoNode * choiceptr) { this->addChild(choiceptr); } /*! Inserts \a choice at index \a idx. */ void SoVRMLSwitch::insertChoice(SoNode * choiceptr, int idx) { this->insertChild(choiceptr, idx); } /*! Returns the choice at index \a idx. */ SoNode * SoVRMLSwitch::getChoice(int idx) const { return this->getChild(idx); } /*! Finds the index for \a choice, or -1 if not found. */ int SoVRMLSwitch::findChoice(SoNode * choiceptr) const { return this->findChild(choiceptr); } /*! Returns the number of choices. */ int SoVRMLSwitch::getNumChoices(void) const { return this->getNumChildren(); } /*! Removes the choice at index \a idx. */ void SoVRMLSwitch::removeChoice(int idx) { this->removeChild(idx); } /*! If \a choice is found, remove it. */ void SoVRMLSwitch::removeChoice(SoNode * choiceptr) { this->removeChild(choiceptr); } /*! Removes all choices. */ void SoVRMLSwitch::removeAllChoices(void) { this->removeAllChildren(); } /*! Replace the choice at index \a idx with \a choice. */ void SoVRMLSwitch::replaceChoice(int idx, SoNode * choiceptr) { this->replaceChild(idx, choiceptr); } /*! Find \a old, and replace it with \a choice. */ void SoVRMLSwitch::replaceChoice(SoNode * old, SoNode * choiceptr) { this->replaceChild(old, choiceptr); } // Doc in parent void SoVRMLSwitch::doAction(SoAction * action) { SoState * state = action->getState(); int idx = this->whichChoice.isIgnored() ? SO_SWITCH_NONE : this->whichChoice.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->getChildren()->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->getChildren()->traverseInPath(action, numindices, indices); } else { this->getChildren()->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->getChildren()->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 SoDebugError::post("SoVRMLSwitch::doAction", "whichChoice %d out of range (-1 - %d).", idx, this->getNumChildren()-1); #endif // COIN_DEBUG } else { this->getChildren()->traverse(action, idx); } } } PRIVATE(this)->traverseInactiveChildren(this, action, idx, pathcode, this->getNumChildren(), this->getChildren()); } } // Doc in parent void SoVRMLSwitch::callback(SoCallbackAction * action) { SoVRMLSwitch::doAction((SoAction*)action); } // Doc in parent void SoVRMLSwitch::GLRender(SoGLRenderAction * action) { SoVRMLSwitch::doAction(action); } // Doc in parent void SoVRMLSwitch::pick(SoPickAction * action) { SoVRMLSwitch::doAction(action); } // Doc in parent void SoVRMLSwitch::getBoundingBox(SoGetBoundingBoxAction * action) { SoVRMLSwitch::doAction(action); } // Doc in parent void SoVRMLSwitch::handleEvent(SoHandleEventAction * action) { SoVRMLSwitch::doAction((SoAction*)action); } // Doc in parent void SoVRMLSwitch::audioRender(SoAudioRenderAction * action) { PRIVATE(this)->preAudioRender(this, action); SoVRMLSwitch::doAction((SoAction*)action); PRIVATE(this)->postAudioRender(this, action); } // Doc in parent void SoVRMLSwitch::getMatrix(SoGetMatrixAction * action) { switch (action->getCurPathCode()) { case SoAction::OFF_PATH: case SoAction::IN_PATH: SoVRMLSwitch::doAction((SoAction*)action); break; default: break; } } // Doc in parent void SoVRMLSwitch::search(SoSearchAction * action) { // Include this node in the search. SoNode::search(action); if (action->isFound()) return; if (action->isSearchingAll()) { this->getChildren()->traverse(action); } else { SoVRMLSwitch::doAction(action); } } // Doc in parent void SoVRMLSwitch::write(SoWriteAction * action) { // use SoNode::write, not SoGroup::write() as we only want to write // the children in the choice field, not as Group children. SoNode::write(action); } // Doc in parent void SoVRMLSwitch::addChild(SoNode * child) { this->choice.addNode(child); PRIVATE(this)->childlistvalid = FALSE; } // Doc in parent void SoVRMLSwitch::insertChild(SoNode * child, int idx) { this->choice.insertNode(child, idx); PRIVATE(this)->childlistvalid = FALSE; } // Doc in parent SoNode * SoVRMLSwitch::getChild(int idx) const { return this->choice.getNode(idx); } // Doc in parent int SoVRMLSwitch::findChild(const SoNode * child) const { return this->choice.findNode(child); } // Doc in parent int SoVRMLSwitch::getNumChildren(void) const // virtual { return this->choice.getNumNodes(); } // Doc in parent void SoVRMLSwitch::removeChild(int idx) { this->choice.removeNode(idx); PRIVATE(this)->childlistvalid = FALSE; } // Doc in parent void SoVRMLSwitch::removeChild(SoNode * child) { this->choice.removeNode(child); PRIVATE(this)->childlistvalid = FALSE; } // Doc in parent void SoVRMLSwitch::removeAllChildren(void) { this->choice.removeAllNodes(); SoGroup::children->truncate(0); PRIVATE(this)->childlistvalid = TRUE; } // Doc in parent void SoVRMLSwitch::replaceChild(int idx, SoNode * child) { this->choice.replaceNode(idx, child); PRIVATE(this)->childlistvalid = FALSE; } // Doc in parent void SoVRMLSwitch::replaceChild(SoNode * old, SoNode * child) { this->choice.replaceNode(old, child); PRIVATE(this)->childlistvalid = FALSE; } // Doc in parent void SoVRMLSwitch::notify(SoNotList * list) { SoField * f = list->getLastField(); if (f == &this->choice) { PRIVATE(this)->childlistvalid = FALSE; } SoNotRec * rec = list->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 (rec && (f == &this->choice)) { // we got a notification from one of the children, check which int which = this->whichChoice.getValue(); if (which == -1) ignoreit = TRUE; // also ignore if no children are traversed else if (which >= 0) { // get previous notrec to find the node the notification passed through rec = (SoNotRec*) rec->getPrevious(); if (rec) { int fromchild = this->findChild((SoNode*) rec->getBase()); if (fromchild >= 0 && fromchild != which) ignoreit = TRUE; } } } if (!ignoreit) { inherited::notify(list); PRIVATE(this)->notifyCalled(); } } // Doc in parent SbBool SoVRMLSwitch::readInstance(SoInput * in, unsigned short flags) { SoGroup::children->truncate(0); SbBool oldnot = this->choice.enableNotify(FALSE); SbBool ret = inherited::readInstance(in, flags); if (oldnot) this->choice.enableNotify(TRUE); PRIVATE(this)->childlistvalid = FALSE; return ret; } // Doc in parent void SoVRMLSwitch::copyContents(const SoFieldContainer * from, SbBool copyConn) { SoGroup::children->truncate(0); SoNode::copyContents(from, copyConn); PRIVATE(this)->childlistvalid = FALSE; } // Doc in parent SoChildList * SoVRMLSwitch::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) { SoVRMLParent::updateChildList(this->choice.getValues(0), this->choice.getNum(), *SoGroup::children); PRIVATE(this)->childlistvalid = TRUE; } PRIVATE(this)->unlockChildList(); } return SoGroup::children; } #undef PRIVATE #endif // HAVE_VRML97