SoResetTransform(3)

πŸ“¦ version 2.5.0, in fedora 43, fedora 44

πŸ’– SoResetTransform(3) πŸ’–

Library Functions Manual ✨ okay bestie, buckle up, because today we're reading the SoResetTransform(3) page and it's genuinely one of the most underrated little nodes in Coin/Inventor. it's giving "invisible reset button for your scene graph". no cap. πŸ¦‹


✨ NAME ✨

SoResetTransform β€” the class that's a node type which makes it possible to "nullify" state during traversal. 🫢


🌸 SYNOPSIS 🌸

#include <Inventor/nodes/SoResetTransform.h>

Inherits SoTransformation.

πŸ‘‘ Public Types

enum ResetType { TRANSFORM = 0x01, BBOX = 0x02 }

πŸ’œ Public Types inherited from SoNode

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
    }

🌈 Public Member Functions

  • virtual SoType getTypeId (void) const β€” the classic "who am I really" type-ID getter, virtual as always.
  • SoResetTransform (void) β€” constructor, hi bestie.
  • virtual void doAction (SoAction *action) β€” the general action dispatcher.
  • virtual void callback (SoCallbackAction *action) β€” handles callback actions.
  • virtual void GLRender (SoGLRenderAction *action) β€” handles GL render actions.
  • virtual void getBoundingBox (SoGetBoundingBoxAction *action) β€” handles bounding-box queries.
  • virtual void getMatrix (SoGetMatrixAction *action) β€” handles matrix queries.
  • virtual void pick (SoPickAction *action) β€” handles picking.
  • virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action) β€” counts primitives, iconic behaviour honestly.

πŸ’œ Public Member Functions inherited from SoNode

void setOverride (const SbBool state)
SbBool isOverride (void) const
void setNodeType (const NodeType type)
NodeType getNodeType (void) const
virtual SoNode * copy (SbBool copyconnections=0) const
virtual SbBool affectsState (void) const
virtual void GLRenderBelowPath (SoGLRenderAction *action)
virtual void GLRenderInPath (SoGLRenderAction *action)
virtual void GLRenderOffPath (SoGLRenderAction *action)
virtual void handleEvent (SoHandleEventAction *action)
virtual void rayPick (SoRayPickAction *action)
virtual void search (SoSearchAction *action)
virtual void write (SoWriteAction *action)
virtual void audioRender (SoAudioRenderAction *action)
virtual void grabEventsSetup (void)
virtual void grabEventsCleanup (void)
virtual void startNotify (void)
virtual void notify (SoNotList *l)
uint32_t getNodeId (void) const
virtual SoChildList * getChildren (void) const
virtual void writeInstance (SoOutput *out)
virtual SoNode * addToCopyDict (void) const
virtual void copyContents (const SoFieldContainer *from, SbBool
    copyconnections)
virtual SoFieldContainer * copyThroughConnection (void) const

πŸ’œ Public Member Functions inherited from SoFieldContainer

void setToDefaults (void)
SbBool hasDefaultValues (void) const
SbBool fieldsAreEqual (const SoFieldContainer *container) const
void copyFieldValues (const SoFieldContainer *container, SbBool
    copyconnections=0)
SbBool set (const char *const fielddata)
void get (SbString &fielddata)
virtual int getFields (SoFieldList &l) const
virtual int getAllFields (SoFieldList &l) const
virtual SoField * getField (const SbName &name) const
virtual SoField * getEventIn (const SbName &name) const
virtual SoField * getEventOut (const SbName &name) const
SbBool getFieldName (const SoField *const field, SbName &name) const
SbBool enableNotify (const SbBool flag)
SbBool isNotifyEnabled (void) const
SbBool set (const char *fielddata, SoInput *in)
void get (SbString &fielddata, SoOutput *out)
virtual SbBool validateNewFieldValue (SoField *field, void *newval)
virtual void addWriteReference (SoOutput *out, SbBool isfromfield=0)
SbBool getIsBuiltIn (void) const
void setUserData (void *userdata) const
void * getUserData (void) const

πŸ’œ Public Member Functions inherited from SoBase

void ref (void) const
void unref (void) const
void unrefNoDelete (void) const
int32_t getRefCount (void) const
void touch (void)
SbBool isOfType (SoType type) const
virtual SbName getName (void) const
virtual 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) const
SbBool shouldWrite (void)
void assertAlive (void) const

⭐ Static Public Member Functions

  • static SoType getClassTypeId (void) β€” grab the class type ID, statically.
  • static void initClass (void) β€” sets the whole class up, call it once and you're golden.

⭐ Static Public Member Functions inherited from SoTransformation

static SoType getClassTypeId (void)
static void initClass (void)

⭐ Static Public Member Functions inherited from SoNode

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)
static void initClass (void)
static void initClasses (void)
static 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)

⭐ Static Public Member Functions inherited from SoFieldContainer

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)

⭐ Static Public Member Functions inherited from SoBase

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)

πŸŽ€ Public Attributes

  • SoSFBitMask whatToReset β€” the one and only field, a bitmask saying what to reset. main character energy honestly.

πŸ¦‹ Protected Member Functions

  • virtual const SoFieldData * getFieldData (void) const β€” grabs the field data, virtually.
  • virtual ~SoResetTransform () β€” destructor, protected, virtual, bye bestie.

πŸ¦‹ Protected Member Functions inherited from SoTransformation

SoTransformation (void)
virtual ~SoTransformation ()

πŸ¦‹ Protected Member Functions inherited from SoNode

SoNode (void)
virtual ~SoNode ()
virtual SbBool readInstance (SoInput *in, unsigned short flags)

πŸ¦‹ Protected Member Functions inherited from SoFieldContainer

SoFieldContainer (void)
~SoFieldContainer ()

πŸ¦‹ Protected Member Functions inherited from SoBase

SoBase (void)
virtual ~SoBase ()
virtual void destroy (void)
SbBool hasMultipleWriteRefs (void) const
SbBool writeHeader (SoOutput *out, SbBool isgroup, SbBool isengine)
    const
void writeFooter (SoOutput *out) const
virtual const char * getFileFormatName (void) const

🌟 Static Protected Member Functions

  • static const SoFieldData ** getFieldDataPtr (void) β€” the static pointer-to-field-data getter.

🌟 Static Protected Member Functions inherited from SoTransformation

static const SoFieldData ** getFieldDataPtr (void)

🌟 Static Protected Member Functions inherited from SoNode

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)

🌟 Static Protected Member Functions inherited from SoBase

static uint32_t getCurrentWriteCounter (void)
static void staticDataLock (void)
static void staticDataUnlock (void)

πŸ’… Additional Inherited Members

πŸ’… Protected Types inherited from SoBase

enum BaseFlags { IS_ENGINE = 0x01, IS_GROUP = 0x02 }

πŸ’… Protected Attributes inherited from SoNode

uint32_t uniqueId

πŸ’… Protected Attributes inherited from SoFieldContainer

SbBool isBuiltIn

πŸ’… Static Protected Attributes inherited from SoNode

static uint32_t nextUniqueId = 0
static int nextActionMethodIndex = 0

πŸ¦‹ Detailed Description πŸ¦‹

okay so the whole vibe: SoResetTransform is a node type which makes it possible to "nullify" state during traversal. 🌈

SoResetTransform is useful for setting up geometry in the scene graph which will not be influenced by the transformation nodes before it during traversal. literally the "don't let the parents touch me" node. periodt. πŸ’…

FILE FORMAT/DEFAULTS:

ResetTransform {
    whatToReset TRANSFORM
}

πŸ”₯ Member Enumeration Documentation πŸ”₯

enum SoResetTransform::ResetType

The different options for what to reset. lowkey a tiny menu of chaos. πŸ“

Enumerator

  • TRANSFORM β€” Reset current model transformation. ✨
  • BBOX β€” Reset current bounding box settings. πŸŽ€

πŸ’€ Constructor & Destructor Documentation πŸ’€

SoResetTransform::SoResetTransform (void )

Constructor. it's giving new-beginning energy. 🌸

References BBOX, SoResetTransform(), TRANSFORM, and whatToReset.

Referenced by getFieldData(), and SoResetTransform().

SoResetTransform::~SoResetTransform () [protected], [virtual]

Destructor. protected, virtual, and honestly kind of mysterious. πŸ™ˆ


and that's where part 1 wraps β€” more of this page is coming, so don't go anywhere bestie πŸ’œ

✨ Member Function Documentation ✨

🌟 SoType SoResetTransform::getTypeId (void ) const [virtual]

okay bestie so this one is THE vibe check of the type system πŸ’… it hands you back the type identification of any object derived from SoBase, which is what powers run-time type checking and "downward" casting (iykyk β€” that's when you know what you're pointing at and you just go for it).

Usage example, and yes it's giving exact and untouched:

void foo(SoNode * node)
{
  if (node->getTypeId() == SoFile::getClassTypeId()) {
    SoFile * filenode = (SoFile *)node;  // safe downward cast, knows the type
  }
  else if (node->getTypeId().isOfType(SoGroup::getClassTypeId())) {
    SoGroup * group = (SoGroup *)node;  // safe downward cast, knows the type
  }
}

So if you're an application programmer wanting to extend the library with new nodes, engines, nodekits, draggers or whatever else β€” this method needs to be overridden in all subclasses, no exceptions, periodt. Usually you do that as part of setting up the full type system for your extension classes, and the way that's normally done is by using the pre-defined macros available through, for instance:

  • Inventor/nodes/SoSubNode.h β€” SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes
  • Inventor/engines/SoSubEngine.h β€” for engine classes
  • and so on

Want the full lore on writing Coin extensions? Go read the class documentation of the toplevel superclasses for the various class groups. πŸ¦‹

Reimplemented from SoTransformation.


🌸 const SoFieldData * SoResetTransform::getFieldData (void ) const [protected], [virtual]

Gives you back a pointer to the class-wide field data storage object for this instance. And if there are no fields present? It returns NULL. That's it, that's the whole thing πŸ’€

Reimplemented from SoTransformation.

References SoResetTransform().


πŸŽ€ void SoResetTransform::doAction (SoAction * action) [virtual]

This function performs the typical operation of a node for any action. Main character behaviour, honestly πŸ‘‘

Reimplemented from SoNode.

References SoAction::getState(), TRANSFORM, and whatToReset.

Referenced by callback(), getPrimitiveCount(), and pick().


πŸ¦‹ void SoResetTransform::callback (SoCallbackAction * action) [virtual]

Action method for SoCallbackAction.

It simply updates the state according to how the node behaves for the render action, so that you, the application programmer, can use the SoCallbackAction for extracting information about the scene graph. Very handy, very demure 🌈

Reimplemented from SoNode.

References doAction().


πŸ’– void SoResetTransform::GLRender (SoGLRenderAction * action) [virtual]

Action method for the SoGLRenderAction.

This is called during rendering traversals. Any node influencing the rendering state in any way β€” or any node that wants to throw geometry primitives at OpenGL β€” overrides this method. Yes ma'am πŸ”₯

Reimplemented from SoNode.

References SoAction::getState(), TRANSFORM, and whatToReset.


🌺 void SoResetTransform::getBoundingBox (SoGetBoundingBoxAction * action) [virtual]

Action method for the SoGetBoundingBoxAction.

Calculates bounding box and center coordinates for the node, and modifies the values of the action so it encompasses the bounding box for this node β€” plus it shifts the center point for the scene more towards the one for this node. It's literally doing the most for the geometry ✨

Nodes influencing how geometry nodes calculate their bounding box also override this method to change the relevant state variables.

Reimplemented from SoNode.

References BBOX, SoAction::getState(), SoGetBoundingBoxAction::getXfBoundingBox(), SbBox3f::makeEmpty(), SoGetBoundingBoxAction::resetCenter(), TRANSFORM, and whatToReset.


πŸ’œ void SoResetTransform::getMatrix (SoGetMatrixAction * action) [virtual]

Action method for SoGetMatrixAction.

It updates the action by accumulating with the transformation matrix of this node β€” if there is any, no pressure 😌

Reimplemented from SoNode.

References SoGetMatrixAction::getInverse(), SoGetMatrixAction::getMatrix(), SbMatrix::makeIdentity(), TRANSFORM, and whatToReset.


πŸ“ void SoResetTransform::pick (SoPickAction * action) [virtual]

Action method for SoPickAction.

Does the common processing for SoPickAction action instances. Reliable, consistent, iconic.

Reimplemented from SoNode.

References doAction().


🌈 void SoResetTransform::getPrimitiveCount (SoGetPrimitiveCountAction * action) [virtual]

Action method for the SoGetPrimitiveCountAction.

Calculates the number of triangle, line segment and point primitives for the node and adds these to the counters of the action. Counting queen behaviour, fr fr πŸ”’

Nodes influencing how geometry nodes calculate their primitive count also override this method to change the relevant state variables.

Reimplemented from SoNode.

References doAction().


πŸ’« Member Data Documentation πŸ’«

SoSFBitMask SoResetTransform::whatToReset

What this node instance should reset in the state when it gets met during traversal. The default value is SoResetTransform::TRANSFORM. That's the whole personality right there πŸŽ€

Referenced by doAction(), getBoundingBox(), getMatrix(), GLRender(), and SoResetTransform().


πŸ‘‘ Author

Generated automatically by Doxygen for Coin from the source code. (Not me writing it by hand, bestie β€” the robots did this one 🫢)


and that's a wrap!! this whole page is from Coin Version 2.5.0, dated SoResetTransform(3), and the manpage header at the bottom says SoResetTransform(3) under the Coin name. go reset some transforms, you've got this πŸ’…βœ¨

πŸ“¦ where this page comes from