SoNode(3)
π SoNode π
okay so we're in the Library Functions Manual, and this page is SoNode(3) β that's the manual entry name, bestie, and yes it's also literally the class we're about to obsess over. Buckle up, it's a long one. π
β¨ NAME β¨
SoNode β the base class for nodes used in scene graphs. That's the whole job description. It's the blueprint, the moment before every other node class becomes itself. Main character energy, fr fr. π
π¦ SYNOPSIS π¦
#include <Inventor/nodes/SoNode.h>
Inherits SoFieldContainer.
Inherited by β and bestie, this list is LONG, so let's get into it:
SoBaseColorSoBaseKitSoBumpMapSoBumpMapCoordinateSoBumpMapTransformSoCallbackSoCameraSoClipPlaneSoColorIndexSoComplexitySoCoordinate3SoCoordinate4SoDrawStyleSoEnvironmentSoEventCallbackSoFileSoFontSoGeoCoordinateSoGeoOriginSoGroupSoInfoSoLabelSoLightSoLightModelSoListenerSoMaterialSoMaterialBindingSoNodeEngineSoNodeKitListPartSoNormalSoNormalBindingSoPackedColorSoPickStyleSoPolygonOffsetSoProfileSoProfileCoordinate2SoProfileCoordinate3SoSceneTexture2SoShaderObject- (a literal empty slot here in the original list π β I'm keeping it, I don't make the rules)
SoShaderProgramSoShadowCullingSoShadowStyleSoShapeSoShapeHintsSoTexture2SoTexture2TransformSoTexture3SoTexture3TransformSoTextureCombineSoTextureCoordinate2SoTextureCoordinate3SoTextureCoordinateBindingSoTextureCoordinateCubeSoTextureCoordinateCylinderSoTextureCoordinateFunctionSoTextureCoordinateSphereSoTextureCubeMap- (another empty slot, iconic π)
SoTextureScalePolicySoTextureUnitSoTransformationSoTransparencyTypeSoVRMLAppearanceSoVRMLAudioClipSoVRMLBackgroundSoVRMLColorSoVRMLCoordinateSoVRMLFogSoVRMLFontStyleSoVRMLInlineSoVRMLLightSoVRMLMaterialSoVRMLNavigationInfoSoVRMLNormalSoVRMLProximitySensorSoVRMLScriptSoVRMLSensorSoVRMLShapeSoVRMLSoundSoVRMLTextureSoVRMLTextureCoordinateSoVRMLTextureTransformSoVRMLTouchSensorSoVRMLViewpointSoVRMLVisibilitySensor- and
SoVRMLWorldInfo
πΈ Public Types πΈ
one enum, sixteen moods:
enum NodeType {
INVENTOR = 0x0000,
VRML1 = 0x0001,
VRML2 = 0x0002,
INVENTOR_1 = 0x0004,
INVENTOR_2_0 = 0x0008,
INVENTOR_2_1 = 0x0010,
INVENTOR_2_5 = 0x0020,
INVENTOR_2_6 = 0x0040,
COIN_1_0 = 0x0080,
COIN_2_0 = 0x0100,
EXTENSION = 0x0200,
COIN_2_2 = 0x0400,
COIN_2_3 = 0x0800,
COIN_2_4 = 0x1000,
INVENTOR_5_0 = 0x2000,
COIN_2_5 = 0x4000
}
π Public Member Functions π
void setOverride (const SbBool state)β takes aSbBoolcalledstate. That's the setter half of the override situation.SbBool isOverride (void) constβ the getter half. Returns anSbBool, and it'sconst, so it behaves.void setNodeType (const NodeType type)β sets the node type, andtypeis one of thoseNodeTypevalues from up above. β¨NodeType getNodeType (void) constβ hands you back theNodeType. Const, obviously.virtual SoNode * copy (SbBool copyconnections=0) constβ makes a copy.copyconnectionsdefaults to0.virtual SbBool affectsState (void) constβ returns anSbBool,const, virtual. Does it affect state? That's the question it answers.virtual void doAction (SoAction *action)β the big one, the general action-dispatch vibe. Takes anSoAction *.virtual void GLRender (SoGLRenderAction *action)β render time, with anSoGLRenderAction *.virtual void GLRenderBelowPath (SoGLRenderAction *action)β same action type, "below path" flavour.virtual void GLRenderInPath (SoGLRenderAction *action)β and the "in path" flavour.virtual void GLRenderOffPath (SoGLRenderAction *action)β and "off path". Three of them. We love a trio. π«Άvirtual void callback (SoCallbackAction *action)β takes anSoCallbackAction *.virtual void getBoundingBox (SoGetBoundingBoxAction *action)β takes anSoGetBoundingBoxAction *.virtual void getMatrix (SoGetMatrixAction *action)β takes anSoGetMatrixAction *.virtual void handleEvent (SoHandleEventAction *action)β takes anSoHandleEventAction *.virtual void pick (SoPickAction *action)β takes anSoPickAction *.virtual void rayPick (SoRayPickAction *action)β takes anSoRayPickAction *.virtual void search (SoSearchAction *action)β takes anSoSearchAction *.virtual void write (SoWriteAction *action)β takes anSoWriteAction *.virtual void audioRender (SoAudioRenderAction *action)β takes anSoAudioRenderAction *.virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)β takes anSoGetPrimitiveCountAction *.virtual void grabEventsSetup (void)β no args. Setup mode.virtual void grabEventsCleanup (void)β no args. Cleanup mode. Balance, bestie. βοΈvirtual void startNotify (void)β no args, no return.virtual void notify (SoNotList *l)β takes anSoNotList *namedl.uint32_t getNodeId (void) constβ returns auint32_t. Const.virtual SoChildList * getChildren (void) constβ returns anSoChildList *. Const, virtual.virtual void writeInstance (SoOutput *out)β takes anSoOutput *calledout.virtual SoNode * addToCopyDict (void) constβ returnsSoNode *, const, virtual.virtual void copyContents (const SoFieldContainer *from, SbBool copyconnections)β two args: aconst SoFieldContainer *fromand anSbBool copyconnections.virtual SoFieldContainer * copyThroughConnection (void) constβ returnsSoFieldContainer *, const, virtual.
π Public Member Functions inherited from SoFieldContainer π
void setToDefaults (void)SbBool hasDefaultValues (void) constSbBool fieldsAreEqual (const SoFieldContainer *container) constvoid copyFieldValues (const SoFieldContainer *container, SbBool copyconnections=0)β notecopyconnectionsdefaults to0.SbBool set (const char *const fielddata)void get (SbString &fielddata)virtual int getFields (SoFieldList &l) constvirtual int getAllFields (SoFieldList &l) constvirtual SoField * getField (const SbName &name) constvirtual SoField * getEventIn (const SbName &name) constvirtual SoField * getEventOut (const SbName &name) constSbBool getFieldName (const SoField *const field, SbName &name) constSbBool enableNotify (const SbBool flag)SbBool isNotifyEnabled (void) constSbBool set (const char *fielddata, SoInput *in)β yes, anotherset, this overload takes anSoInput *in.void get (SbString &fielddata, SoOutput *out)β and anotherget, this overload takes anSoOutput *out.virtual SbBool validateNewFieldValue (SoField *field, void *newval)virtual void addWriteReference (SoOutput *out, SbBool isfromfield=0)βisfromfielddefaults to0.SbBool getIsBuiltIn (void) constvirtual const SoFieldData * getFieldData (void) constvoid setUserData (void *userdata) constβ const function, mutable vibes, we don't ask questions. πvoid * getUserData (void) const
β Public Member Functions inherited from SoBase β
void ref (void) constvoid unref (void) constvoid unrefNoDelete (void) constint32_t getRefCount (void) constvoid touch (void)virtual SoType getTypeId (void) const =0β pure virtual, soSoBaseis not coming to the party on its own.SbBool isOfType (SoType type) constvirtual SbName getName (void) constvirtual void setName (const SbName &newname)void addAuditor (void *const auditor, const SoNotRec::Type type)void removeAuditor (void *const auditor, const SoNotRec::Type type)const SoAuditorList & getAuditors (void) constSbBool shouldWrite (void)void assertAlive (void) const
π§ Static Public Member Functions π§
static uint32_t getCompatibilityTypes (const SoType &nodetype)static SoType getClassTypeId (void)static SoNode * getByName (const SbName &name)static int getByName (const SbName &name, SoNodeList &l)β overload #2, this one fills anSoNodeList &land returns anint.static void initClass (void)static void initClasses (void)β plural. There are two. πstatic uint32_t getNextNodeId (void)static int getActionMethodIndex (const SoType type)static void getBoundingBoxS (SoAction *action, SoNode *node)static void GLRenderS (SoAction *action, SoNode *node)static void callbackS (SoAction *action, SoNode *node)static void getMatrixS (SoAction *action, SoNode *node)static void handleEventS (SoAction *action, SoNode *node)static void pickS (SoAction *action, SoNode *node)static void rayPickS (SoAction *action, SoNode *node)static void searchS (SoAction *action, SoNode *node)static void writeS (SoAction *action, SoNode *node)static void audioRenderS (SoAction *action, SoNode *node)static void getPrimitiveCountS (SoAction *action, SoNode *node)
π Static Public Member Functions inherited from SoFieldContainer π
static void initClass (void)static SoType getClassTypeId (void)static void initCopyDict (void)static void addCopy (const SoFieldContainer *orig, const SoFieldContainer *copy)static SoFieldContainer * checkCopy (const SoFieldContainer *orig)static SoFieldContainer * findCopy (const SoFieldContainer *orig, const SbBool copyconnections)static void copyDone (void)
π Static Public Member Functions inherited from SoBase π
static void initClass (void)static SoType getClassTypeId (void)static void addName (SoBase *const base, const char *const name)static void removeName (SoBase *const base, const char *const name)static void incrementCurrentWriteCounter (void)static void decrementCurrentWriteCounter (void)static SoBase * getNamedBase (const SbName &name, SoType type)static int getNamedBases (const SbName &name, SoBaseList &baselist, SoType type)static SbBool read (SoInput *in, SoBase *&base, SoType expectedtype)static void setInstancePrefix (const SbString &c)static void setTraceRefs (SbBool trace)static SbBool getTraceRefs (void)static SbBool connectRoute (SoInput *in, const SbName &fromnodename, const SbName &fromfieldname, const SbName &tonodename, const SbName &tofieldname)static SbBool readRoute (SoInput *in)
π₯ Protected Member Functions π₯
SoNode (void)β the constructor. Protected, so it's for the family only.virtual ~SoNode ()β the destructor, also virtual.virtual SbBool readInstance (SoInput *in, unsigned short flags)β takes anSoInput *inand anunsigned short flags.
πΈ Protected Member Functions inherited from SoFieldContainer πΈ
SoFieldContainer (void)~SoFieldContainer ()
π¦ Protected Member Functions inherited from SoBase π¦
SoBase (void)virtual ~SoBase ()virtual void destroy (void)SbBool hasMultipleWriteRefs (void) constSbBool writeHeader (SoOutput *out, SbBool isgroup, SbBool isengine) constvoid writeFooter (SoOutput *out) constvirtual const char * getFileFormatName (void) const
π Static Protected Member Functions π
static const SoFieldData ** getFieldDataPtr (void)static void setNextActionMethodIndex (int index)static int getNextActionMethodIndex (void)static void incNextActionMethodIndex (void)static void setCompatibilityTypes (const SoType &nodetype, const uint32_t bitmask)
β¨ Static Protected Member Functions inherited from SoBase β¨
static uint32_t getCurrentWriteCounter (void)static void staticDataLock (void)static void staticDataUnlock (void)
π Protected Attributes π
uint32_t uniqueId
π Protected Attributes inherited from SoFieldContainer π
SbBool isBuiltIn
β Static Protected Attributes β
static uint32_t nextUniqueId = 0static int nextActionMethodIndex = 0
π Additional Inherited Members π
Protected Types inherited from SoBase
enum BaseFlags {
IS_ENGINE = 0x01,
IS_GROUP = 0x02
}
okay that's part 1 done, bestie β and no, we're not done-done, there's more coming. keep scrolling. π«Ά
β¨ Detailed Description β¨
Okay so SoNode? Itβs literally the base class for all the nodes you use in scene graphs. The blueprint. The moment. The main character. π
Coin is a retained mode 3D visualization library (built on top of the immediate mode OpenGL library). And what does βretained modeβ mean? It means instead of passing commands to draw graphics primitives directly to the renderer, you build up data structures which are rendered by the library on demand. Itβs giving βprep now, slay laterβ and honestly? Obsessed. π
The node classes are the main βprimitiveβ 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. Like a whole lil ecosystem. π
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. Why? Because node instances are using a common technique for memory resource handling called βreferencecountingβ. Nodes are deleted (actually, they delete themselves) when their unref() method is called and the reference count goes to zero. Itβs self-care but for memory. π
One important side-effect of this is that SoNode-derived classes should not be statically allocated, neither in static module memory nor on functionβs stack-frames. SoNode-derived classes must always be allocated dynamically from the memory heap with the new operator (or else the scheme with self-destruction upon de-referencing to 0 would not work). No stack babies, bestie. π«
Usually application programmers wonβt 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. So the library is holding your hand, lowkey. π«Ά
Make sure you do ref() nodes that you keep pointers to so they arenβt accidentally deleted prematurely due to an unref() call from within the library itself. If you havenβt manually called ref() on a top-level root node, it will then be deleted automatically. This code shows how to do it:
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;
For full information and tutorial-style introductions to all API issues, see the βInventor Mentor: Programming Object-Oriented 3DGraphics with Open Inventorβ (ISBN 0-201-62495-8). It has detailed explanations on all the basic principles involved. Yes, the title says 3DGraphics, no space, we donβt make the rules. π
See specifically the section βReferences and Deletionβ in Chapter 3 to learn about the reference counting techniques. Thatβs the homework, bestie. π
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. Youβre not just a user, youβre a creator. β¨
The Coin header file Inventor/nodes/SoSubNode.h includes a set of convenience macros for quick and easy construction of extension nodes. Hereβs a complete snippet of code which shows how to set up a skeleton framework for an extension node class:
#include <Inventor/nodes/SoWWWInline.h>
class MyWWWInline : public SoWWWInline {
SO_NODE_HEADER(MyWWWInline);
public:
static void initClass(void);
MyWWWInline(void);
protected:
virtual ~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");
}
int
main(int argc, char ** argv)
{
SoDB::init();
MyWWWInline::initClass();
// [...]
return 0;
}
You can then override for instance the GLRender() method to have your new class render OpenGL geometry different from itβs superclass. (Yes, βitβsβ. We keep the typo, itβs part of the vibe now.) π
For extending the Coin library with your own classes, we strongly recommend that you make yourself acquainted with the excellent Β«The Inventor ToolmakerΒ» book (ISBN 0-201-62493-1), which describes the tasks involved in detail. This book was written by the original SGI Inventor designers and explains many of the underlying design ideas, aswell as having lots of hands-on examples on how to extend the Coin toolkit in ways that are true to the fundamental design ideas. (Β«The Inventor ToolmakerΒ» is also available at SGIβs online library, at no cost. See Download The Inventor Toolmaker.) Reading the sourcecode of the built-in classes in Coin should also provide very helpful. Like, read the source, bestie, itβs free real estate. π
For information about dynamic loading of extension nodes, see the documentation of SoType::fromName(). Iykyk.
𧬠Member Enumeration Documentation π§¬
enum SoNode::NodeType
Used to store node type.
Enumerator
INVENTORβ Specifies Inventor node type.VRML1β Node is VRML V1.0 compatible.VRML2β Node is from the VRML V2.0 specification.INVENTOR_1β Node was part of SGI Inventor version 1.INVENTOR_2_0β Node was part of SGI Inventor version 2.0.INVENTOR_2_1β Node was introduced with SGI / TGS Inventor version 2.1.INVENTOR_2_5β Node was introduced with TGS Inventor version 2.5.INVENTOR_2_6β Node was introduced with TGS Inventor version 2.6.COIN_1_0β Node was part of Coin version 1.COIN_2_0β Node was introduced with Coin 2.0.EXTENSIONβ Node is a client code extension.
π οΈ Constructor & Destructor Documentation π οΈ
SoNode::SoNode (void ) [protected]
Default constructor, initializes node instance.
References INVENTOR, nextUniqueId, setNodeType(), and uniqueId.
Referenced by (and this list is giving phone book, fr fr):
SoGroup::addChild(), SoNodeKitListPart::addChild(), SoVRMLLOD::addChild(), SoVRMLParent::addChild(), SoVRMLSwitch::addChild(), SoVRMLSwitch::addChoice(), SoVRMLLOD::addLevel(), SoBaseKit::addToCopyDict(), addToCopyDict(), audioRenderS(), callbackS(), SoIndexedShape::computeBBox(), SoNonIndexedShape::computeCoordBBox(), copy(), SoFile::copyChildren(), SoVRMLInline::copyChildren(), SoWWWInline::copyChildren(), SoFile::copyContents(), SoGroup::copyContents(), copyContents(), SoWWWInline::copyContents(), SoBaseKit::countMyFields(), SoBaseKit::createPathToAnyPart(), SoSelection::deselect(), SoVRMLVertexLine::doAction(), SoVRMLVertexPoint::doAction(), SoVRMLVertexShape::doAction(), SoGroup::findChild(), SoNodeKitListPart::findChild(), SoVRMLLOD::findChild(), SoVRMLParent::findChild(), SoVRMLSwitch::findChild(), SoVRMLSwitch::findChoice(), SoVRMLLOD::findLevel(), SoSelection::findPath(), SoBaseKit::forceChildDrivenWriteRefs(), SoBaseKit::getAnyPart(), getBoundingBoxS(), getByName(), getByName(), SoGroup::getChild(), SoBaseKit::getContainerNode(), SoClipPlaneManip::getDragger(), SoDirectionalLightManip::getDragger(), SoPointLightManip::getDragger(), SoSpotLightManip::getDragger(), SoTransformManip::getDragger(), getMatrixS(), SoBaseKit::getPartString(), getPrimitiveCountS(), SoCamera::getViewVolume(), SoGroup::GLRender(), SoSceneTexture2::GLRender(), SoVRMLAppearance::GLRender(), SoVRMLElevationGrid::GLRender(), SoVRMLInline::GLRender(), SoVRMLShape::GLRender(), SoVRMLVertexLine::GLRender(), SoVRMLVertexPoint::GLRender(), SoVRMLVertexShape::GLRender(), SoLOD::GLRenderBelowPath(), SoSeparator::GLRenderBelowPath(), SoVRMLBillboard::GLRenderBelowPath(), SoVRMLGroup::GLRenderBelowPath(), SoVRMLLOD::GLRenderBelowPath(), SoLOD::GLRenderInPath(), SoSeparator::GLRenderInPath(), SoVRMLBillboard::GLRenderInPath(), SoVRMLGroup::GLRenderInPath(), SoVRMLLOD::GLRenderInPath(), SoLOD::GLRenderOffPath(), SoVRMLLOD::GLRenderOffPath(), GLRenderS(), SoVRMLDragSensor::handleEvent(), SoVRMLTouchSensor::handleEvent(), handleEventS(), SoGroup::insertChild(), SoNodeKitListPart::insertChild(), SoVRMLLOD::insertChild(), SoVRMLParent::insertChild(), SoVRMLSwitch::insertChild(), SoVRMLSwitch::insertChoice(), SoVRMLLOD::insertLevel(), SoNodeKitListPart::isChildPermitted(), SoSelection::isSelected(), SoShadowGroup::notify(), SoSwitch::notify(), SoVRMLSwitch::notify(), pickS(), rayPickS(), SoGroup::readChildren(), SoInteractionKit::readDefaultParts(), SoBaseKit::readInstance(), SoInteractionKit::readInstance(), SoFile::readNamedFile(), SoGroup::removeChild(), SoNodeKitListPart::removeChild(), SoVRMLLOD::removeChild(), SoVRMLParent::removeChild(), SoVRMLSwitch::removeChild(), SoVRMLSwitch::removeChoice(), SoVRMLLOD::removeLevel(), SoGroup::replaceChild(), SoGroup::replaceChild(), SoNodeKitListPart::replaceChild(), SoNodeKitListPart::replaceChild(), SoVRMLLOD::replaceChild(), SoVRMLLOD::replaceChild(), SoVRMLParent::replaceChild(), SoVRMLParent::replaceChild(), SoVRMLSwitch::replaceChild(), SoVRMLSwitch::replaceChild(), SoVRMLSwitch::replaceChoice(), SoVRMLSwitch::replaceChoice(), SoVRMLLOD::replaceLevel(), SoVRMLLOD::replaceLevel(), SoClipPlaneManip::replaceNode(), SoDirectionalLightManip::replaceNode(), SoPointLightManip::replaceNode(), SoSpotLightManip::replaceNode(), SoTransformManip::replaceNode(), SoShaderObject::search(), SoShaderProgram::search(), searchS(), SoSelection::select(), SoBaseKit::set(), SoBaseKit::set(), SoBaseKit::setAnyPart(), SoInteractionKit::setAnyPartAsDefault(), SoInteractionKit::setAnyPartAsDefault(), SoInteractionKit::setAnySurrogatePath(), SoVRMLInline::setChildData(), SoWWWInline::setChildData(), SoBaseKit::setDefaultOnNonWritingFields(), SoInteractionKit::setDefaultOnNonWritingFields(), SoBaseKit::setPart(), SoBaseKit::setPart(), SoInteractionKit::setPart(), SoInteractionKit::setPart(), SoInteractionKit::setPartAsDefault(), SoSceneTexture2::setSceneTransparencyType(), SoInteractionKit::setSwitchValue(), SoDragger::shouldGrabBasedOnSurrogate(), SoLightKit::SoLightKit(), SoSelection::toggle(), SoBaseKit::typeCheck(), SoVRMLParent::updateChildList(), SoVRMLParent::updateChildList(), SoCamera::viewAll(), write(), writeInstance(), and writeS().
SoNode::~SoNode () [protected], [virtual]
Destructor.
References SoDebugError::postInfo().
π Member Function Documentation π
void SoNode::setOverride (const SbBool state)
Set the override flag. Thatβs it. Thatβs the whole function. Iconic minimalism. β¨
If this flag is TRUE, the field values of this node will override the field values of other nodes of the same type during scene graph traversal. π
A super common glow-up for "override nodes" is parking them right at the top of the tree β it's the lazy-girl way to force, like, a shared drawstyle over the entire tree. Iconic.
Heads up bestie: the override flag does not exist in the Inventor file format. So it's not persistent, fr β you have to set it programmatically yourself. The whole reason it exists is so viewers can control the rendering style of 3D models, because it would look lowkey stupid if some parts of certain models suddenly stopped adhering to the viewer mode. π
References nextUniqueId, and uniqueId.
π¦ SbBool SoNode::isOverride (void ) const
Returns the status of the override flag. That's it, that's the vibe check. β¨
See also
setOverride()
Referenced by SoBaseColor::doAction(), SoComplexity::doAction(), SoDrawStyle::doAction(), SoFont::doAction(), SoFontStyle::doAction(), SoLightModel::doAction(), SoMaterial::doAction(), SoMaterialBinding::doAction(), SoNormal::doAction(), SoNormalBinding::doAction(), SoPackedColor::doAction(), SoPickStyle::doAction(), SoPolygonOffset::doAction(), SoSceneTexture2::doAction(), SoShapeHints::doAction(), SoTexture2::doAction(), SoTexture3::doAction(), SoTextureCubeMap::doAction(), SoTransparencyType::doAction(), SoVertexProperty::doAction(), SoVRMLColor::doAction(), SoVRMLImageTexture::doAction(), SoVRMLMaterial::doAction(), SoVRMLPixelTexture::doAction(), SoColorIndex::GLRender(), SoComplexity::GLRender(), SoSceneTexture2::GLRender(), SoTexture2::GLRender(), SoTexture3::GLRender(), SoTextureCubeMap::GLRender(), SoVRMLImageTexture::GLRender(), and SoVRMLPixelTexture::GLRender().
π uint32_t SoNode::getCompatibilityTypes (const SoType & nodetype) [static]
Gets the node compatibility mask for node type nodetype. What you get back is a bit mask of SoNode::NodeType flags β one or several of them, depends. π
This function is an extension for Coin, and it is not available in the original SGI Open Inventor v2.1 API. Coin girlie exclusive, iykyk. π
Since
- Coin 2.0
References EXTENSION, SoType::getKey(), and SoType::isDerivedFrom().
π void SoNode::setNodeType (const NodeType type)
Sets the node type for this node to type. Some nodes just gotta be handled differently in VRML1 vs. Inventor, so you use this to get correct behavior for those cases. Default node type is INVENTOR. πΈ
This method is an extension versus the Open Inventor API.
See also
getNodeType()
Referenced by readInstance(), and SoNode().
β SoNode::NodeType SoNode::getNodeType (void ) const
Returns the node type set for this node. Simple. Slay. π
This method is an extension versus the Open Inventor API.
See also
setNodeType()
Referenced by SoMaterial::doAction(), SoIndexedFaceSet::generatePrimitives(), SoIndexedFaceSet::GLRender(), SoIndexedLineSet::GLRender(), SoDebug::write(), and SoDebug::writeToFile().
π«Ά SoNode * SoNode::copy (SbBool copyconnections = 0) const [virtual]
Makes a duplicate of this node and hands you back a pointer to the duplicate. Dupe era. π
If this node is a group node, the children get copied too, and you get a pointer to the root of a full copy of the subgraph rooted here. Whole fam came along. πΈ
If copyconnections is TRUE, we also copy the connections to fields within this node β and ditto for any children, and children's children, etc. It goes all the way down. π¦
Okay important: this function has been made virtual in Coin, which is not the case in the original Open Inventor API. And they might change it back to non-virtual for major Coin versions after this, because honestly it was made virtual more or less by mistake π. So pls pls pls don't write application code that depends on SoNode::copy() being virtual. Not the move, bestie.
The reason this method should not be virtual is because this is 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). Wrong door, babe.
For that purpose, override the copyContents() method instead. Your overridden copyContents() should then both copy internal data aswell as calling the parent superclass' copyContents() method β that way fields and other common data get handled automatically. Teamwork makes the dream work. β¨
References addToCopyDict(), SoFieldContainer::copyDone(), SoFieldContainer::findCopy(), SoFieldContainer::initCopyDict(), SoBase::ref(), SoNode(), and SoBase::unrefNoDelete().
Referenced by SoFile::copyChildren(), SoVRMLInline::copyChildren(), SoSpotLightManip::copyContents(), SoTransformManip::copyContents(), SoMFNode::fixCopy(), and SoSFNode::fixCopy().
π SbBool SoNode::affectsState (void ) const [virtual]
Returns TRUE if the node could have any effect on the state during traversal.
If it returns FALSE, then no data in the traversal-state will change from the pre-traversal state to the post-traversal state. Like, none. Zero. π§
Example time: the SoSeparator node will return FALSE, because it pushes and pops the state before and after traversal of its children. And all SoShape nodes will also return FALSE, since just pushing out geometry data to the rendering engine won't affect the actual rendering state. Geometry is just β¨leavingβ¨.
The default method returns TRUE, on a "better safe than sorry" philosophy. Respect. π
Reimplemented in SoArray, SoMultipleCopy, SoNodeKitListPart, SoSceneKit, SoSeparator, SoShape, SoSwitch, SoVRMLLOD, SoVRMLParent, SoVRMLProximitySensor, SoVRMLShape, SoVRMLSwitch, and SoVRMLTouchSensor.
Referenced by SoGroup::GLRender(), SoVRMLAppearance::GLRender(), SoVRMLCollision::GLRender(), SoVRMLShape::GLRender(), SoSeparator::GLRenderInPath(), SoVRMLBillboard::GLRenderInPath(), SoVRMLGroup::GLRenderInPath(), SoLOD::GLRenderOffPath(), SoVRMLLOD::GLRenderOffPath(), GLRenderS(), SoChildList::traverse(), and SoChildList::traverseInPath().
π void SoNode::doAction (SoAction * action) [virtual]
This function performs the typical operation of a node for any action. The all-rounder. The main character. π
Reimplemented in SoAntiSquish, SoArray, SoBaseColor, SoBaseKit, SoBumpMap, SoBumpMapCoordinate, SoBumpMapTransform, SoCallback, SoCamera, SoClipPlane, SoClipPlaneManip, SoComplexity, SoCoordinate3, SoCoordinate4, SoDirectionalLightManip, SoDrawStyle, SoFile, SoFont, SoFontStyle, SoGeoCoordinate, SoGeoLocation, SoGeoOrigin, SoGroup, SoLevelOfDetail, SoLightModel, SoLOD, SoMaterial, SoMaterialBinding, SoMatrixTransform, SoMultipleCopy, SoNodeKitListPart, SoNormal, SoNormalBinding, SoPackedColor, SoPathSwitch, SoPickStyle, SoPointLightManip, SoPolygonOffset, SoProfile, SoProfileCoordinate2, SoProfileCoordinate3, SoResetTransform, SoRotation, SoRotationXYZ, SoScale, SoSceneTexture2, SoSeparator, SoShapeHints, SoSpotLightManip, SoSurroundScale, SoSwitch, SoTexture2, SoTexture2Transform, SoTexture3, SoTexture3Transform, SoTextureCombine, SoTextureCoordinate2, SoTextureCoordinate3, SoTextureCoordinateBinding, SoTextureCoordinateCube, SoTextureCoordinateCylinder, SoTextureCoordinateDefault, SoTextureCoordinateEnvironment, SoTextureCoordinatePlane, SoTextureCoordinateSphere, SoTextureCubeMap, SoTextureUnit, SoTransform, SoTransformManip, SoTransformSeparator, SoTranslation, SoTransparencyType, SoUnits, SoVertexProperty, SoVRMLAppearance, SoVRMLBillboard, SoVRMLColor, SoVRMLCoordinate, SoVRMLFontStyle, SoVRMLGroup, SoVRMLImageTexture, SoVRMLInline, SoVRMLLOD, SoVRMLMaterial, SoVRMLNormal, SoVRMLParent, SoVRMLPixelTexture, SoVRMLProximitySensor, SoVRMLScript, SoVRMLShape, SoVRMLSwitch, SoVRMLTextureCoordinate, SoVRMLTextureTransform, SoVRMLTransform, SoVRMLVertexLine, SoVRMLVertexPoint, SoVRMLVertexShape, and SoWWWInline.
Referenced by SoVRMLVertexLine::doAction(), SoVRMLVertexPoint::doAction(), and SoVRMLVertexShape::doAction().
π₯ void SoNode::GLRender (SoGLRenderAction * action) [virtual]
Action method for the SoGLRenderAction. β¨
This is called during rendering traversals. Nodes influencing the rendering state in any way, or who wanna throw geometry primitives at OpenGL, override this method. If that's your node's whole personality, this is your moment. π
Reimplemented in SoAnnotation, SoAntiSquish, SoArray, SoAsciiText, SoBaseColor, SoBaseKit, SoBumpMap, SoBumpMapCoordinate, SoBumpMapTransform, SoCallback, SoCamera, SoClipPlane, SoClipPlaneManip, SoColorIndex, SoComplexity, SoCone, SoCoordinate3, SoCoordinate4, SoCube, SoCylinder, SoDirectionalLight, SoDirectionalLightManip, SoDragger, SoDrawStyle, SoEnvironment, SoFaceSet, SoFile, SoFont, SoFontStyle, SoGeoCoordinate, SoGeoLocation, SoGeometryShader, SoGeoOrigin, SoGroup, SoImage, SoIndexedFaceSet, SoIndexedLineSet, SoIndexedNurbsCurve, SoIndexedNurbsSurface, SoIndexedTriangleStripSet, SoLevelOfDetail, SoLightModel, SoLineSet, SoLOD, SoMarkerSet, SoMaterial, SoMaterialBinding, SoMatrixTransform, SoMultipleCopy, SoNodeKitListPart, SoNormal, SoNormalBinding, SoNurbsCurve, SoNurbsSurface, SoPackedColor, SoPathSwitch, SoPointLight, SoPointLightManip, SoPointSet, SoPolygonOffset, SoProfile, SoProfileCoordinate2, SoProfileCoordinate3, SoQuadMesh, SoResetTransform, SoRotation, SoRotationXYZ, SoScale, SoSceneTexture2, SoSeparator, SoShaderObject, SoShaderProgram, SoShadowCulling, SoShadowStyle, SoShape, SoShapeHints, SoSphere, SoSpotLight, SoSpotLightManip, SoSurroundScale, SoSwitch, SoTabPlaneDragger, SoText2, SoText3, SoTexture2, SoTexture2Transform, SoTexture3, SoTexture3Transform, SoTextureCombine, SoTextureCoordinate2, SoTextureCoordinate3, SoTextureCoordinateBinding, SoTextureCoordinateCube, SoTextureCoordinateCylinder, SoTextureCoordinateDefault, SoTextureCoordinateEnvironment, SoTextureCoordinatePlane, SoTextureCoordinateSphere, SoTextureCubeMap, SoTextureScalePolicy, SoTextureUnit, SoTransform, SoTransformManip, SoTransformSeparator, SoTranslation, SoTransparencyType, SoTriangleStripSet, SoUnits, SoVertexProperty, SoVRMLAppearance, SoVRMLBackground, SoVRMLBillboard, SoVRMLBox, SoVRMLCollision, SoVRMLColor, SoVRMLCone, SoVRMLCoordinate, SoVRMLCylinder, SoVRMLDirectionalLight, SoVRMLElevationGrid, SoVRMLExtrusion, SoVRMLFog, SoVRMLFontStyle, SoVRMLGroup, SoVRMLImageTexture, SoVRMLIndexedFaceSet, SoVRMLIndexedLineSet, SoVRMLInline, SoVRMLLight, SoVRMLLOD, SoVRMLMaterial, SoVRMLMovieTexture, SoVRMLNavigationInfo, SoVRMLNormal, SoVRMLPixelTexture, SoVRMLPointLight, SoVRMLPointSet, SoVRMLProximitySensor, SoVRMLScript, SoVRMLShape, SoVRMLSphere, SoVRMLSpotLight, SoVRMLSwitch, SoVRMLText, SoVRMLTexture, SoVRMLTextureCoordinate, SoVRMLTextureTransform, SoVRMLVertexLine, SoVRMLVertexPoint, SoVRMLVertexShape, SoVRMLViewpoint, SoVRMLVisibilitySensor, and SoWWWInline.
Referenced by SoGroup::GLRender(), SoVRMLAppearance::GLRender(), SoVRMLCollision::GLRender(), SoVRMLElevationGrid::GLRender(), SoVRMLShape::GLRender(), SoVRMLVertexLine::GLRender(), SoVRMLVertexPoint::GLRender(), SoVRMLVertexShape::GLRender(), GLRenderBelowPath(), GLRenderInPath(), GLRenderOffPath(), and GLRenderS().
π
void SoNode::GLRenderBelowPath(SoGLRenderAction * action) [virtual]
okay so this one is doing the most: it implements the SoAction::BELOW_PATH traversal method for the rendering action. that's it, that's the job bestie π
Reimplemented in SoAnnotation, SoExtSelection, SoGeoSeparator, SoLocateHighlight, SoLOD, SoSeparator, SoShadowGroup, SoVRMLBillboard, SoVRMLGroup, SoVRMLLOD, and SoVRMLTransform.
References GLRender().
Referenced by SoExtSelection::GLRenderBelowPath(), SoLOD::GLRenderBelowPath(), SoSeparator::GLRenderBelowPath(), SoVRMLBillboard::GLRenderBelowPath(), SoVRMLGroup::GLRenderBelowPath(), and SoVRMLLOD::GLRenderBelowPath().
π¦ void SoNode::GLRenderInPath(SoGLRenderAction * action) [virtual]
and this one is its sibling β¨ it implements the SoAction::IN_PATH traversal method for the rendering action. same energy, different traversal vibe.
Reimplemented in SoAnnotation, SoGeoSeparator, SoLocateHighlight, SoLOD, SoSeparator, SoShadowGroup, SoVRMLBillboard, SoVRMLGroup, SoVRMLLOD, and SoVRMLTransform.
References GLRender().
Referenced by SoLOD::GLRenderInPath(), SoSeparator::GLRenderInPath(), SoVRMLBillboard::GLRenderInPath(), SoVRMLGroup::GLRenderInPath(), and SoVRMLLOD::GLRenderInPath().
πΈ void SoNode::GLRenderOffPath(SoGLRenderAction * action) [virtual]
the third one of the trio π implements the SoAction::OFF_PATH traversal method for the rendering action. no cap.
Reimplemented in SoAnnotation, SoLOD, SoSeparator, SoVRMLBillboard, SoVRMLGroup, and SoVRMLLOD.
References GLRender().
Referenced by SoSeparator::GLRenderInPath(), SoVRMLBillboard::GLRenderInPath(), SoVRMLGroup::GLRenderInPath(), SoLOD::GLRenderOffPath(), and SoVRMLLOD::GLRenderOffPath().
β void SoNode::callback(SoCallbackAction * action) [virtual]
this is the action method for SoCallbackAction π
literally it just updates the state according to how the node behaves for the render action β so the application programmer can use the SoCallbackAction for extracting information about the scene graph. it's giving "tell me everything about ur scene graph" and we love that for u.
Reimplemented in SoAntiSquish, SoArray, SoBaseColor, SoBaseKit, SoBumpMap, SoBumpMapCoordinate, SoBumpMapTransform, SoCallback, SoCamera, SoClipPlane, SoClipPlaneManip, SoComplexity, SoCoordinate3, SoCoordinate4, SoDirectionalLightManip, SoDragger, SoDrawStyle, SoEnvironment, SoFile, SoFont, SoFontStyle, SoGeoCoordinate, SoGeoLocation, SoGeoOrigin, SoGeoSeparator, SoGroup, SoLevelOfDetail, SoLight, SoLightModel, SoLOD, SoMaterial, SoMaterialBinding, SoMatrixTransform, SoMultipleCopy, SoNodeKitListPart, SoNormal, SoNormalBinding, SoPackedColor, SoPickStyle, SoPointLightManip, SoPolygonOffset, SoProfile, SoProfileCoordinate2, SoProfileCoordinate3, SoResetTransform, SoRotation, SoRotationXYZ, SoScale, SoSceneTexture2, SoSeparator, SoShape, SoShapeHints, SoSpotLightManip, SoSurroundScale, SoSwitch, SoTexture2, SoTexture2Transform, SoTexture3, SoTexture3Transform, SoTextureCombine, SoTextureCoordinate2, SoTextureCoordinate3, SoTextureCoordinateBinding, SoTextureCoordinateCube, SoTextureCoordinateCylinder, SoTextureCoordinateDefault, SoTextureCoordinateEnvironment, SoTextureCoordinatePlane, SoTextureCoordinateSphere, SoTextureCubeMap, SoTextureUnit, SoTransform, SoTransformManip, SoTransformSeparator, SoTranslation, SoTransparencyType, SoUnits, SoVertexProperty, SoVRMLAppearance, SoVRMLBillboard, SoVRMLColor, SoVRMLCoordinate, SoVRMLFontStyle, SoVRMLGroup, SoVRMLImageTexture, SoVRMLInline, SoVRMLLOD, SoVRMLMaterial, SoVRMLNormal, SoVRMLPixelTexture, SoVRMLProximitySensor, SoVRMLScript, SoVRMLShape, SoVRMLSwitch, SoVRMLTextureCoordinate, SoVRMLTextureTransform, SoVRMLTransform, SoVRMLVertexLine, SoVRMLVertexPoint, SoVRMLVertexShape, and SoWWWInline.
Referenced by SoTextureCombine::callback(), SoVRMLVertexLine::callback(), SoVRMLVertexPoint::callback(), SoVRMLVertexShape::callback(), and callbackS().
π«Ά void SoNode::getBoundingBox(SoGetBoundingBoxAction * action) [virtual]
action method for the SoGetBoundingBoxAction π
what it does: calculates bounding box and center coordinates for the node, and modifies the values of the 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. so it's literally saying "here's my box, and also, pay more attention to me" main character energy fr fr.
nodes influencing how geometry nodes calculate their bounding box also override this method to change the relevant state variables. iykyk.
Reimplemented in SoAntiSquish, SoArray, SoBaseKit, SoBlinker, SoCallback, SoCamera, SoCenterballDragger, SoClipPlaneManip, SoComplexity, SoCoordinate3, SoCoordinate4, SoDirectionalLightManip, SoDragger, SoFile, SoFont, SoFontStyle, SoGeoCoordinate, SoGeoLocation, SoGeoOrigin, SoGeoSeparator, SoGroup, SoIndexedLineSet, SoIndexedNurbsCurve, SoLevelOfDetail, SoLineSet, SoLOD, SoMatrixTransform, SoMultipleCopy, SoNodeKitListPart, SoNurbsCurve, SoPathSwitch, SoPointLightManip, SoPointSet, SoProfile, SoProfileCoordinate2, SoResetTransform, SoRotation, SoRotationXYZ, SoScale, SoSeparator, SoShape, SoShapeHints, SoSpotLightManip, SoSurroundScale, SoSwitch, SoTransform, SoTransformManip, SoTransformSeparator, SoTranslation, SoUnits, SoVertexProperty, SoVRMLBillboard, SoVRMLCoordinate, SoVRMLFontStyle, SoVRMLGroup, SoVRMLIndexedLineSet, SoVRMLInline, SoVRMLLOD, SoVRMLPointSet, SoVRMLProximitySensor, SoVRMLScript, SoVRMLShape, SoVRMLSwitch, SoVRMLTransform, SoVRMLVertexLine, SoVRMLVertexPoint, SoVRMLVertexShape, and SoWWWInline.
Referenced by SoClipPlaneManip::getBoundingBox(), SoDirectionalLightManip::getBoundingBox(), SoIndexedLineSet::getBoundingBox(), SoLineSet::getBoundingBox(), SoPointLightManip::getBoundingBox(), SoPointSet::getBoundingBox(), SoSpotLightManip::getBoundingBox(), SoVRMLIndexedLineSet::getBoundingBox(), SoVRMLVertexLine::getBoundingBox(), SoVRMLVertexPoint::getBoundingBox(), SoVRMLVertexShape::getBoundingBox(), and getBoundingBoxS().
π void SoNode::getMatrix(SoGetMatrixAction * action) [virtual]
action method for SoGetMatrixAction β¨
updates the action by accumulating with the transformation matrix of this node (if any). that's the whole thing. the "(if any)" is doing so much heavy lifting btw π
Reimplemented in SoAntiSquish, SoArray, SoBaseKit, SoBumpMapTransform, SoCallback, SoCenterballDragger, SoClipPlaneManip, SoDirectionalLightManip, SoDragger, SoFile, SoGeoLocation, SoGeoOrigin, SoGeoSeparator, SoGroup, SoMatrixTransform, SoMultipleCopy, SoNodeKitListPart, SoPathSwitch, SoPointLightManip, SoResetTransform, SoRotation, SoRotationXYZ, SoScale, SoSeparator, SoSpotLightManip, SoSurroundScale, SoSwitch, SoTexture2Transform, SoTexture3Transform, SoTransform, SoTransformManip, SoTransformSeparator, SoTranslation, SoUnits, SoVRMLBillboard, SoVRMLGroup, SoVRMLInline, SoVRMLSwitch, SoVRMLTextureTransform, SoVRMLTransform, and SoWWWInline.
Referenced by getMatrixS().
π void SoNode::handleEvent(SoHandleEventAction * action) [virtual]
action method for SoHandleEventAction π
inspects the event data from the action, and processes it if it's something which this node should react to. basically a vibe check on incoming events β if it's not for u, u let it pass.
nodes influencing relevant state variables for how event handling is done also override this method.
Reimplemented in SoArray, SoBaseKit, SoCallback, SoCamera, SoClipPlaneManip, SoDirectionalLightManip, SoDragger, SoEventCallback, SoExtSelection, SoFile, SoGroup, SoLocateHighlight, SoMultipleCopy, SoNodeKitListPart, SoPathSwitch, SoPointLightManip, SoSelection, SoSeparator, SoSpotLightManip, SoSwitch, SoTransformManip, SoVRMLAnchor, SoVRMLDragSensor, SoVRMLInline, SoVRMLScript, SoVRMLSwitch, SoVRMLTimeSensor, SoVRMLTouchSensor, SoWWWAnchor, and SoWWWInline.
Referenced by SoArray::handleEvent(), SoClipPlaneManip::handleEvent(), SoDirectionalLightManip::handleEvent(), SoPointLightManip::handleEvent(), SoSpotLightManip::handleEvent(), SoTransformManip::handleEvent(), SoVRMLDragSensor::handleEvent(), SoVRMLTimeSensor::handleEvent(), SoVRMLTouchSensor::handleEvent(), and handleEventS().
π void SoNode::pick(SoPickAction * action) [virtual]
action method for SoPickAction π
does the common processing for SoPickAction action instances. like, the shared housekeeping so every pick doesn't have to reinvent the wheel. iconic behavior honestly.
Reimplemented in SoAntiSquish, SoArray, SoBumpMapCoordinate, SoBumpMapTransform, SoCallback, SoClipPlane, SoClipPlaneManip, SoComplexity, SoCoordinate3, SoCoordinate4, SoDirectionalLightManip, SoFile, SoFont, SoFontStyle, SoGeoCoordinate, SoGeoLocation, SoGeoOrigin, SoGroup, SoMaterialBinding, SoMatrixTransform, SoMultipleCopy, SoNodeKitListPart, SoNormal, SoNormalBinding, SoPathSwitch, SoPickStyle, SoPointLightManip, SoProfile, SoProfileCoordinate2, SoProfileCoordinate3, SoResetTransform, SoRotation, SoRotationXYZ, SoScale, SoShapeHints, SoSpotLightManip, SoSurroundScale, SoSwitch, SoTexture2Transform, SoTexture3Transform, SoTextureCombine, SoTextureCoordinate2, SoTextureCoordinate3, SoTextureCoordinateBinding, SoTextureCoordinateCube, SoTextureCoordinateCylinder, SoTextureCoordinateDefault, SoTextureCoordinateEnvironment, SoTextureCoordinatePlane, SoTextureCoordinateSphere, SoTextureUnit, SoTransform, SoTransformManip, SoTransformSeparator, SoTranslation, SoUnits, SoVertexProperty, SoVRMLBillboard, SoVRMLCoordinate, SoVRMLFontStyle, SoVRMLInline, SoVRMLNormal, SoVRMLScript, SoVRMLSwitch, SoVRMLTextureCoordinate, SoVRMLTextureTransform, SoVRMLVertexLine, SoVRMLVertexPoint, SoVRMLVertexShape, and SoWWWInline.
Referenced by SoDirectionalLightManip::pick(), SoPointLightManip::pick(), SoSpotLightManip::pick(), SoTextureCombine::pick(), SoVRMLVertexLine::pick(), SoVRMLVertexPoint::pick(), SoVRMLVertexShape::pick(), pickS(), rayPick(), and SoDragger::shouldGrabBasedOnSurrogate().
π§ void SoNode::rayPick(SoRayPickAction * action) [virtual]
action method for SoRayPickAction β¨
checks the ray specification of the action and tests for intersection with the data of the node. it's literally pointing a laser at ur geometry and asking "do u hit?" π₯
nodes influencing relevant state variables for how picking is done also override this method.
References pick().
Referenced by SoVRMLElevationGrid::rayPick(), and rayPickS().
Reimplemented in SoBaseKit, SoBumpMap, SoCamera, SoCone, SoCube, SoCylinder, SoDragger, SoGeoSeparator, SoImage, SoIndexedNurbsCurve, SoIndexedNurbsSurface, SoLevelOfDetail, SoLOD, SoNurbsCurve, SoNurbsSurface, SoSceneTexture2, SoSeparator, SoShape, SoSphere, SoText2, SoTexture2, SoTextureCubeMap, SoVRMLBox, SoVRMLCone, SoVRMLCylinder, SoVRMLElevationGrid, SoVRMLGroup, SoVRMLImageTexture, SoVRMLLOD, SoVRMLPixelTexture, SoVRMLProximitySensor, SoVRMLShape, SoVRMLSphere, and SoVRMLTransform.
π void SoNode::search(SoSearchAction * action) [virtual]
action method for SoSearchAction π
compares the search criteria from the action to see if this node is a match. searching is done by matching up all criteria set up in the SoSearchAction β if any of the requested criteria is a miss, the search is not deemed successful for the node. so it's all-or-nothing bestie, no partial credit π
See also
SoSearchAction
- Reimplemented in
SoArray,SoBaseKit,SoCallback,SoClipPlaneManip,SoDirectionalLightManip,SoDragger,SoFile,SoGroup,SoMultipleCopy,SoNodeKitListPart,SoPathSwitch,SoPointLightManip,SoSeparator,SoShaderObject,SoShaderProgram,SoSpotLightManip,SoSwitch,SoTransformManip,SoVRMLAppearance,SoVRMLBillboard,SoVRMLGeometry,SoVRMLGroup,SoVRMLInline,SoVRMLLOD,SoVRMLParent,SoVRMLShape,SoVRMLSwitch, andSoWWWInline. - References
SoSearchAction::addPath(),SoPath::copy(),SoAction::getCurPath(),SoSearchAction::getFind(),SoBase::getName(),SoSearchAction::getName(),SoSearchAction::getNode(),SoSearchAction::getType(),SoBase::getTypeId(), andSoSearchAction::isFound(). - Referenced by
SoBaseKit::search(),SoCallback::search(),SoClipPlaneManip::search(),SoDirectionalLightManip::search(),SoGroup::search(),SoNodeKitListPart::search(),SoPathSwitch::search(),SoPointLightManip::search(),SoSeparator::search(),SoShaderObject::search(),SoShaderProgram::search(),SoSpotLightManip::search(),SoSwitch::search(),SoTransformManip::search(),SoVRMLAppearance::search(),SoVRMLBillboard::search(),SoVRMLGeometry::search(),SoVRMLGroup::search(),SoVRMLInline::search(),SoVRMLShape::search(),SoVRMLSwitch::search(),SoWWWInline::search(), andsearchS().
βοΈ void SoNode::write (SoWriteAction * action) [virtual]
Okay bestie, this one is the SoWriteAction action method, and it does exactly what the name is giving: it writes out a node object, plus any connected nodes, engines, etc β but only if necessary. No unnecessary writing in this house. π
- Reimplemented in
SoBaseKit,SoBlinker,SoCallback,SoDragger,SoGroup,SoPendulum,SoSceneTexture2,SoShuttle,SoSwitch,SoVertexShape,SoVRMLGroup,SoVRMLLOD,SoVRMLParent,SoVRMLScript,SoVRMLShape,SoVRMLSwitch, andSoVRMLTimeSensor. - References
SoFieldContainer::addWriteReference(),SoOutput::getCurrentProto(),SoFieldContainer::getFieldData(),SbName::getLength(),SoWriteAction::getOutput(),SoOutput::getStage(),SbName::getString(),SoOutput::indent(),SoBase::isOfType(),SoNode(),SoFieldData::write(),SoOutput::write(),SoBase::writeFooter(), andSoBase::writeHeader(). - Referenced by
SoCallback::write(),SoPendulum::write(),SoSceneTexture2::write(),SoShuttle::write(),SoVertexShape::write(),SoVRMLLOD::write(),SoVRMLScript::write(),SoVRMLShape::write(),SoVRMLSwitch::write(),SoVRMLTimeSensor::write(), andwriteS().
π void SoNode::audioRender (SoAudioRenderAction * action) [virtual]
The SoAudioRenderAction action method, bestie. It does the common processing for SoAudioRenderAction action instances β like, the shared groundwork, the group-chat everyone's in. π§β¨
- Reimplemented in
SoArray,SoCamera,SoFile,SoGroup,SoLevelOfDetail,SoListener,SoLOD,SoMultipleCopy,SoPathSwitch,SoSeparator,SoSwitch,SoTransformSeparator,SoVRMLGroup,SoVRMLLOD,SoVRMLSound,SoVRMLSwitch,SoVRMLTransform, andSoWWWInline. - Referenced by
audioRenderS().
π’ void SoNode::getPrimitiveCount (SoGetPrimitiveCountAction * action) [virtual]
Action method for the SoGetPrimitiveCountAction. It calculates the number of triangle, line segment and point primitives for the node and adds these to the counters of the action. Math but make it geometry. π
And listen β nodes that influence how geometry nodes calculate their primitive count also override this method to change the relevant state variables. Teamwork, periodt.
- Reimplemented in
SoArray,SoAsciiText,SoBaseKit,SoCallback,SoCamera,SoComplexity,SoCone,SoCoordinate3,SoCoordinate4,SoCube,SoCylinder,SoDragger,SoFaceSet,SoFile,SoFont,SoFontStyle,SoGeoCoordinate,SoGeoLocation,SoGeoOrigin,SoGeoSeparator,SoGroup,SoImage,SoIndexedFaceSet,SoIndexedLineSet,SoIndexedNurbsCurve,SoIndexedNurbsSurface,SoIndexedTriangleStripSet,SoLineSet,SoLOD,SoMarkerSet,SoMaterialBinding,SoMatrixTransform,SoMultipleCopy,SoNodeKitListPart,SoNormal,SoNormalBinding,SoNurbsCurve,SoNurbsSurface,SoPathSwitch,SoPointSet,SoProfile,SoProfileCoordinate2,SoProfileCoordinate3,SoQuadMesh,SoResetTransform,SoRotation,SoRotationXYZ,SoScale,SoSeparator,SoShape,SoSphere,SoSwitch,SoText2,SoText3,SoTransform,SoTransformSeparator,SoTranslation,SoTriangleStripSet,SoUnits,SoVertexProperty,SoVRMLBox,SoVRMLCone,SoVRMLCylinder,SoVRMLElevationGrid,SoVRMLExtrusion,SoVRMLFontStyle,SoVRMLGroup,SoVRMLIndexedFaceSet,SoVRMLIndexedLineSet,SoVRMLInline,SoVRMLLOD,SoVRMLNormal,SoVRMLParent,SoVRMLShape,SoVRMLSphere,SoVRMLText,SoVRMLTextureCoordinate,SoVRMLTransform,SoVRMLVertexPoint, andSoWWWInline. - Referenced by
getPrimitiveCountS().
π«³ void SoNode::grabEventsSetup (void ) [virtual]
Called from SoHandleEventAction::setGrabber() to notify a node when it becomes the node where all events are sent. Like getting handed the aux cord. The whole room is listening to you now. π€π
- Reimplemented in
SoDragger. - Referenced by
SoHandleEventAction::setGrabber().
π«΄ void SoNode::grabEventsCleanup (void ) [virtual]
Called from SoHandleEventAction to notify a node when it loses status as the node where events are sent. Aux cord revoked, bestie. It's not your turn on the playlist anymore. π
- Reimplemented in
SoDragger. - Referenced by
SoHandleEventAction::releaseGrabber().
π£ void SoNode::startNotify (void ) [virtual]
This is the method which starts the notification sequence after changes. The opening number, if you will. β¨
And here's the tea: at the end of a notification sequence, all "immediate" sensors β i.e. sensors set up with a zero priority β are triggered. They don't wait, they don't queue, they just go. Main character energy fr fr.
- Reimplemented from
SoBase. - References
SoBase::startNotify().
π void SoNode::notify (SoNotList * l) [virtual]
Notifies all auditors for this instance when changes are made. It's the group-chat ping of the scenegraph β "hey, something changed, look alive." π²
- Reimplemented from
SoFieldContainer. - Reimplemented in
SoAsciiText,SoBlinker,SoBumpMap,SoImage,SoLevelOfDetail,SoLOD,SoMaterial,SoNodeEngine,SoPackedColor,SoSceneTexture2,SoSeparator,SoShadowGroup,SoShape,SoSwitch,SoText3,SoTexture2,SoTexture3,SoTextureCubeMap,SoVertexProperty,SoVertexShape,SoVRMLAppearance,SoVRMLBillboard,SoVRMLCollision,SoVRMLElevationGrid,SoVRMLExtrusion,SoVRMLGeometry,SoVRMLGroup,SoVRMLIndexedLine,SoVRMLIndexedShape,SoVRMLLOD,SoVRMLParent,SoVRMLPixelTexture,SoVRMLProximitySensor,SoVRMLScript,SoVRMLShape,SoVRMLSwitch,SoVRMLText,SoVRMLTimeSensor,SoVRMLTouchSensor,SoVRMLTransform,SoVRMLVertexLine,SoVRMLVertexPoint, andSoVRMLVertexShape. - References
SoBase::getName(),SoNotList::getTimeStamp(),SoBase::getTypeId(),nextUniqueId,SoFieldContainer::notify(),SoDebugError::postInfo(), anduniqueId. - Referenced by
SoBumpMap::notify(),SoMaterial::notify(),SoPackedColor::notify(),SoSceneTexture2::notify(),SoShape::notify(),SoTexture2::notify(),SoTexture3::notify(),SoTextureCubeMap::notify(),SoVertexProperty::notify(),SoVRMLAppearance::notify(),SoVRMLPixelTexture::notify(),SoVRMLProximitySensor::notify(),SoVRMLScript::notify(),SoVRMLShape::notify(), andSoVRMLTouchSensor::notify().
π uint32_t SoNode::getNodeId (void ) const
This returns the node's current unique identification number. And ngl, it is unlikely that application programmers will ever need use this method fom client application code, unless you're working with extensions to the core library β and honestly, probably not even then. π
The id number is only valid for as long as the node is kept unchanged. The second any kind of change happens, the internal id gets updated (in the notify() method), and the old id number is forgotten. Gone. Blocked. Deleted from the chat. π
The technique described above plays an important role in the way internal scenegraph caches are set up and invalidated. So it's lowkey doing a lot of behind-the-scenes work. π§
See also
SoNode::getNextNodeId()- References
uniqueId. - Referenced by
SoAccumulatedElement::addNodeId(),SoGeoCoordinate::doAction(),SoReplacedElement::getElement(),SoIndexedLineSet::GLRender(), andSoVRMLIndexedLineSet::GLRender().
πΆ SoChildList * SoNode::getChildren (void ) const [virtual]
Returns list of children for this node. That's it, that's the function. Short and iconic. πΈ
- Reimplemented in
SoBaseKit,SoClipPlaneManip,SoDirectionalLightManip,SoFile,SoGroup,SoNodeKitListPart,SoPointLightManip,SoSpotLightManip,SoTransformManip,SoVRMLAppearance,SoVRMLGeometry,SoVRMLInline,SoVRMLLOD,SoVRMLParent,SoVRMLShape,SoVRMLSwitch,SoVRMLText, andSoWWWInline. - Referenced by
addToCopyDict(),SoPath::append(),SoPath::append(),SoBaseKit::createPathToAnyPart(),SoPath::isRelevantNotification(),SoInteractionKit::readInstance(), andSoBaseKit::setPart().
π¨οΈ void SoNode::writeInstance (SoOutput * out) [virtual]
Writes all the fields contained in this instance to the output stream within out.
And here's the context you need: this method is solely called from the write methods of fields. Either from SoField if the write is done because of a field-to-field connection, or from one of the fields which may actually write SoFieldContainer instances, i.e. SoSFNode, SoMFNode, SoSFEngine, SoMFEngine, SoSFPath and SoMFPath.
Why does it exist at all, you ask? Because this method, in addition to the ordinary write() method of SoNode, needs to be present since the fields don't have a write action instance in their writeValue() method, and writeInstance() will create a new SoWriteAction and call continueToApply() on it. It's the workaround that ate, honestly. π
- Reimplemented from
SoFieldContainer. - Reimplemented in
SoNodeEngine. - References
SoWriteAction::continueToApply(),SoOutput::getStage(), andSoNode(). - Referenced by
SoNodeEngine::writeInstance().
π SoNode * SoNode::addToCopyDict (void ) const [virtual]
Add a copy of this node β and recursively all children β to the copy dictionary of SoFieldContainer if this has not already been done. No duplicate entries in this house. Used internally during copy operations.
- Reimplemented in
SoBaseKit. - References
SoFieldContainer::addCopy(),SoFieldContainer::checkCopy(),SoType::createInstance(),getChildren(),SbPList::getLength(),SoBase::getName(),SoBase::getTypeId(),SoBase::isOfType(),SoDebugError::postInfo(), andSoNode(). - Referenced by
SoBaseKit::addToCopyDict(), andcopy().
𧬠void SoNode::copyContents (const SoFieldContainer * from, SbBool copyconnections) [virtual]
Makes a deep copy of all data of from into this instance β except external scenegraph references if copyconnections is FALSE.
This is the protected method that should be overridden by extension node / engine / dragger / whatever subclasses which needs to account for internal data that are not handled automatically. It's the "hey, don't forget about my extra stuff" hook. π«Ά
β οΈ Bestie, listen carefully: for copying nodes from application code, you should not invoke this function directly. Call the SoNode::copy() function instead:
SoNode * mynewnode = templatenode->copy();
The same also goes for engines.
And when you override the copyContents() method in your extension class, make sure you also make it call upwards to its parent superclass in the inheritance hierarchy β because copyContents() in, for instance, SoNode and SoFieldContainer does important work. It should go something like this:
void
MyCoinExtensionNode::copyContents(const SoFieldContainer * from,
SbBool copyconnections)
{
// let parent superclasses do their thing (copy fields, copy
// instance name, etc etc)
SoNode::copyContents(from, copyconnections);
// [..then copy internal data..]
}
- Reimplemented from
SoFieldContainer.
Reimplemented in SoBaseKit, SoCallback, SoClipPlaneManip, SoDirectionalLightManip, SoFile, SoGroup, SoInteractionKit, SoNodeKitListPart, SoPointLightManip, SoRotateCylindricalDragger, SoRotateSphericalDragger, SoSpotLightManip, SoTransformManip, SoVRMLAppearance, SoVRMLGeometry, SoVRMLLOD, SoVRMLParent, SoVRMLScript, SoVRMLShape, SoVRMLSwitch, and SoWWWInline.
References: SoFieldContainer::copyContents(), SoBase::isOfType(), SoFieldContainer::SoFieldContainer(), and SoNode().
Referenced by: SoBaseKit::copyContents(), SoCallback::copyContents(), SoFile::copyContents(), SoGroup::copyContents(), SoNodeKitListPart::copyContents(), SoVRMLAppearance::copyContents(), SoVRMLLOD::copyContents(), SoVRMLParent::copyContents(), SoVRMLScript::copyContents(), SoVRMLShape::copyContents(), SoVRMLSwitch::copyContents(), and SoWWWInline::copyContents().
SoFieldContainer * SoNode::copyThroughConnection (void ) const [virtual]
Return copy of this instance. Like, the whole point is to get you a copy, bestie. π
Note: default implementation just returnsthispointer,SoNodeandSoEngineoverrides this method to return the pointer to the actual copy.
Reimplemented from SoFieldContainer.
References: SoFieldContainer::checkCopy(), SoFieldContainer::findCopy(), and SoFieldContainer::SoFieldContainer().
Referenced by: SoField::copyConnection().
SoNode * SoNode::getByName (const SbName & name) [static]
Returns the last node that was registered under name. It's giving "who was the last one to show up to the function?" energy. π
See also: SoBase::setName()
References: SoBase::getNamedBase(), SoBase::SoBase(), and SoNode().
Referenced by: SoBase::connectRoute(), and SoBase::readRoute().
int SoNode::getByName (const SbName & name, SoNodeList & l) [static]
Finds all nodes with name and appends them to the l nodelist. Returns the number of nodes with the specified name. It's a whole group chat of nodes, fr fr. π«Ά
See also: SoBase::setName()
References: SoNodeList::append(), SoBase::getNamedBases(), and SoNode().
void SoNode::initClasses (void ) [static]
Initialize all the node classes of Coin. Setting up the whole squad so everything works. β¨
References: SoBase::initClass().
uint32_t SoNode::getNextNodeId (void ) [static]
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). Lowkey internal tea only. β
See also: SoNode::getNodeId
References: nextUniqueId.
Referenced by: SoNotList::SoNotList().
int SoNode::getActionMethodIndex (const SoType type) [static]
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer. Not for the main characters in app-land. π
References: SoType::getData().
Referenced by: SoActionMethodList::setUp(), and SoAction::traverse().
void SoNode::getBoundingBoxS (SoAction * action, SoNode * node) [static]
This is a static "helper" method registered with the action, and used for calling the SoNode::getBoundingBox() virtual method which does the real work. Helper method? More like the bestie who hypes you up while you do the actual thing. π
References: SoGetBoundingBoxAction::checkResetAfter(), SoGetBoundingBoxAction::checkResetBefore(), getBoundingBox(), and SoNode().
void SoNode::GLRenderS (SoAction * action, SoNode * node) [static]
This is a static "helper" method registered with the action, and used for calling the SoNode::GLRender() virtual method which does the real work. The static helper is literally the middleman. π
References: affectsState(), SoAction::getCurPathCode(), SoType::getName(), SoAction::getState(), SbName::getString(), SoBase::getTypeId(), GLRender(), SoDebugError::post(), and SoNode().
void SoNode::callbackS (SoAction * action, SoNode * node) [static]
This is a static "helper" method registered with the action, and used for calling the SoNode::callback() virtual method which does the real work. It calls back, it does the most. π
References: callback(), SoCallbackAction::CONTINUE, SoCallbackAction::getCurrentResponse(), SoAction::hasTerminated(), SoCallbackAction::invokePostCallbacks(), SoCallbackAction::invokePreCallbacks(), SoCallbackAction::setCurrentNode(), and SoNode().
void SoNode::getMatrixS (SoAction * action, SoNode * node) [static]
This is a static "helper" method registered with the action, and used for calling the SoNode::getMatrix() virtual method which does the real work. Matrix? Slay. π
References: getMatrix(), SoAction::getTypeId(), and SoNode().
void SoNode::handleEventS (SoAction * action, SoNode * node) [static]
This is a static "helper" method registered with the action, and used for calling the SoNode::handleEvent() virtual method which does the real work. Handling events like a boss. π
References: SoAction::getTypeId(), handleEvent(), SoType::isDerivedFrom(), and SoNode().
void SoNode::pickS (SoAction * action, SoNode * node) [static]
This is a static "helper" method registered with the action, and used for calling the SoNode::pick() virtual method which does the real work. Pick me, choose me, love me. πΈ
References: SoAction::getTypeId(), SoType::isDerivedFrom(), pick(), and SoNode().
void SoNode::rayPickS (SoAction * action, SoNode * node) [static]
This is a static "helper" method registered with the action, and used for calling the SoNode::rayPick() virtual method which does the real work. Ray picking? More like ray <em>slaying</em>. π₯
References: SoAction::getTypeId(), SoType::isDerivedFrom(), rayPick(), and SoNode().
Referenced by: SoVRMLGroup::getFieldData(), SoVRMLImageTexture::getFieldData(), SoVRMLPixelTexture::getFieldData(), and SoDragger::initClass().
void SoNode::searchS (SoAction * action, SoNode * node) [static]
This is a static "helper" method registered with the action, and used for calling the SoNode::search() virtual method which does the real work. Searching for the truth, and also for nodes. π
References: SoAction::getTypeId(), SoType::isDerivedFrom(), search(), and SoNode().
void SoNode::writeS (SoAction * action, SoNode * node) [static]
This is a static "helper" method registered with the action, and used for calling the SoNode::write() virtual method which does the real work. Write it down, make it official. βοΈ
References: SoAction::getTypeId(), SoType::isDerivedFrom(), SoNode(), and write().
void SoNode::audioRenderS (SoAction * action, SoNode * node) [static]
This is a static "helper" method registered with the action, and used for calling the SoNode::audioRender() virtual method which does the real work. Audio render? It's giving surround sound vibes. π
References: audioRender(), SoAction::getTypeId(), SoType::isDerivedFrom(), and SoNode().
Referenced by: SoVRMLSound::getFieldData().
void SoNode::getPrimitiveCountS (SoAction * action, SoNode * node) [static]
This is a static "helper" method registered with the action, and used for calling the SoNode::getPrimitiveCount() virtual method which does the real work. Counting primitives, one by one. π’
References: getPrimitiveCount(), and SoNode().
SbBool SoNode::readInstance (SoInput * in, unsigned short flags) [protected], [virtual]
This method is mainly intended for internal use during file import operations. So, like, don't call it from your cute little app unless you're deep in the file-import sauce. π«£
It reads a definition of an instance from the input stream in. The input stream state points to the start of a serialized / persistant representation of an instance of this class type.
TRUE or FALSE is returned, depending on if the instantiation and configuration of the new object of this class type went ok or not. The import process should be robust and handle corrupted input streams by returning FALSE.
flags is used internally during binary import when reading user extension nodes, group nodes or engines.
Reimplemented from SoFieldContainer.
Reimplemented in SoBaseKit, SoBumpMap, SoFile, SoGroup, SoImage, SoInteractionKit, SoNodeEngine, SoNodeKitListPart, SoNormalBinding, SoSeparator, SoShaderObject, SoTexture2, SoTexture3, SoTextureCoordinateBinding, SoTextureCubeMap, SoVRMLImageTexture, SoVRMLLOD, SoVRMLParent, SoVRMLPixelTexture, SoVRMLSwitch, and SoWWWInline.
References: SoInput::isFileVRML1(), SoInput::isFileVRML2(), SoFieldContainer::readInstance(), setNodeType(), VRML1, and VRML2.
Referenced by: SoBumpMap::readInstance(), SoFile::readInstance(), SoGroup::readInstance(), SoNodeEngine::readInstance(), SoNodeKitListPart::readInstance(), SoNormalBinding::readInstance(), SoShaderObject::readInstance(), SoTexture2::readInstance(), SoTexture3::readInstance(), SoTextureCoordinateBinding::readInstance(), SoTextureCubeMap::readInstance(), SoVRMLParent::readInstance(), and SoWWWInline::readInstance().
const SoFieldData ** SoNode::getFieldDataPtr (void ) [static], [protected]
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer. Internal tea, bestie. Sip if you must. π΅
void SoNode::setNextActionMethodIndex (int index) [static], [protected]
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer.
Only in TGS Inventor on Win32 -- to avoid needing to export the nextActionMethodIndex member, see SoNode.h for more info.
References: nextActionMethodIndex.
int SoNode::getNextActionMethodIndex (void ) [static], [protected]
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer.
Only in TGS Inventor on Win32 -- to avoid needing to export the nextActionMethodIndex member, see SoNode.h for more info.
References: nextActionMethodIndex.
void SoNode::incNextActionMethodIndex (void ) [static], [protected]
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer.
Only in TGS Inventor on Win32 -- to avoid needing to export the nextActionMethodIndex member, see SoNode.h for more info.
References: nextActionMethodIndex.
void SoNode::setCompatibilityTypes (const SoType & nodetype, const uint32_t bitmask) [static], [protected]
Set the node compatibility mask for node type nodetype. The mask specifies for which file formats the node is supported. Basically, it tells the file formats who's invited to the party. π
This function is an extension for Coin, and it is not available in the original SGI Open Inventor v2.1 API.
See also: getCompatibilityMode()
Since: Coin 2.0
References: SoType::getKey(), and SoType::isDerivedFrom().
πΎ Member Data Documentation πΎ
uint32_t SoNode::uniqueId [protected]
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer. Not me reading the internal docs anyway. π
Referenced by: getNodeId(), notify(), setOverride(), and SoNode().
uint32_t SoNode::nextUniqueId = 0 [static], [protected]
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer.
Referenced by: getNextNodeId(), notify(), setOverride(), and SoNode().
int SoNode::nextActionMethodIndex = 0 [static], [protected]
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer.
Referenced by: getNextActionMethodIndex(), incNextActionMethodIndex(), and setNextActionMethodIndex().
βοΈ Author βοΈ
Generated automatically by Doxygen for Coin from the source code.
And that's the whole page, bestie. Coin, version 2.5.0, SoNode(3) β periodt. π
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