SoGetMatrixAction(3)
π NAME π
SoGetMatrixAction β bestie, it's an action for accumulating the transformation matrix of a subgraph. That's the whole vibe. π
Oh and hey, this page lives in the Library Functions Manual, so if you were looking for something else, wrong aisle, love. π
πΈ SYNOPSIS πΈ
#include <Inventor/actions/SoGetMatrixAction.h>
Inherits SoAction. Yes, it's giving nepo baby, but in a good way. β¨
π«Ά Public Member Functions
virtual SoType getTypeId (void) const
SoGetMatrixAction (const SbViewportRegion ®ion)
virtual ~SoGetMatrixAction (void)
void setViewportRegion (const SbViewportRegion ®ion)
const SbViewportRegion & getViewportRegion (void) const
SbMatrix & getMatrix (void)
SbMatrix & getInverse (void)
SbMatrix & getTextureMatrix (void)
SbMatrix & getTextureInverse (void)
Public Member Functions inherited from SoAction
virtual ~SoAction (void)
virtual SbBool isOfType (SoType type) const
virtual void apply (SoNode *root)
virtual void apply (SoPath *path)
virtual void apply (const SoPathList &pathlist, SbBool obeysrules=FALSE)
void apply (SoAction *beingApplied)
virtual void invalidateState (void)
AppliedCode getWhatAppliedTo (void) const
SoNode * getNodeAppliedTo (void) const
SoPath * getPathAppliedTo (void) const
const SoPathList * getPathListAppliedTo (void) const
const SoPathList * getOriginalPathListAppliedTo (void) const
SbBool isLastPathListAppliedTo (void) const
PathCode getPathCode (int &numindices, const int *&indices)
void traverse (SoNode *const node)
SbBool hasTerminated (void) const
const SoPath * getCurPath (void)
SoState * getState (void) const
PathCode getCurPathCode (void) const
virtual SoNode * getCurPathTail (void)
void usePathCode (int &numindices, const int *&indices)
void pushCurPath (const int childindex, SoNode *node=NULL)
void popCurPath (const PathCode prevpathcode)
void pushCurPath (void)
void popPushCurPath (const int childindex, SoNode *node=NULL)
void popCurPath (void)
void switchToPathTraversal (SoPath *path)
void switchToNodeTraversal (SoNode *node)
β Static Public Member Functions
static SoType getClassTypeId (void)
static void addMethod (const SoType type, SoActionMethod method)
static void enableElement (const SoType type, const int stackindex)
static void initClass (void)
Static Public Member Functions inherited from SoAction
static void initClass (void)
static void initClasses (void)
static SoType getClassTypeId (void)
static void nullAction (SoAction *action, SoNode *node)
π§ Protected Member Functions
virtual const SoEnabledElementsList & getEnabledElements (void) const
virtual void beginTraversal (SoNode *node)
Protected Member Functions inherited from SoAction
SoAction (void)
virtual void endTraversal (SoNode *node)
void setTerminated (const SbBool flag)
virtual SbBool shouldCompactPathList (void) const
π Static Protected Member Functions
static SoEnabledElementsList * getClassEnabledElements (void)
static SoActionMethodList * getClassActionMethods (void)
Static Protected Member Functions inherited from SoAction
static SoEnabledElementsList * getClassEnabledElements (void)
static SoActionMethodList * getClassActionMethods (void)
π¦ Additional Inherited Members
Public Types inherited from SoAction
enum AppliedCode { NODE = 0, PATH = 1, PATH_LIST = 2 }
enum PathCode { NO_PATH = 0, IN_PATH = 1, BELOW_PATH = 2, OFF_PATH = 3 }
Protected Attributes inherited from SoAction
SoState * state
SoActionMethodList * traversalMethods
π Detailed Description π
SoGetMatrixAction is an action for accumulating the transformation matrix of a subgraph. That's it, that's the job. π
This action makes it easy to calculate and convert to and from the global coordinate system of your scene and local coordinates of parts in a hierarchical model. Literally the glow-up translator between world space and local space. πβ‘οΈπ
Now here's the β¨iconicβ¨ part, and it's also lowkey the most important thing to remember: as opposed to most other action types, the SoGetMatrixAction does not traverse children of the node it is applied to β just the node itself. And when you apply it to paths, it stops at the last node and does not continue further with the children of the tail node. It minds its own business, no cap. π
Typical usage when you're querying for world space position, orientation and/or scaling looks like this, bestie:
// First get hold of an SoPath through the scenegraph down to the
// node ("mynode") you want to query about its current world space
// transformation(s).
SoSearchAction * searchaction = new SoSearchAction;
searchaction->setNode(mynode);
searchaction->apply(myscenegraphroot);
SoPath * path = searchaction->getPath();
assert(path != NULL);
// Then apply the SoGetMatrixAction to get the full transformation
// matrix from world space.
const SbViewportRegion vpr = myviewer->getViewportRegion();
SoGetMatrixAction * getmatrixaction = new SoGetMatrixAction(vpr);
getmatrixaction->apply(path);
SbMatrix transformation = getmatrixaction->getMatrix();
// And if you want to access the individual transformation
// components of the matrix:
SbVec3f translation;
SbRotation rotation;
SbVec3f scalevector;
SbRotation scaleorientation;
transformation.getTransform(translation, rotation, scalevector, scaleorientation);
Obsessed. Truly. π₯
π Constructor & Destructor Documentation π
SoGetMatrixAction::SoGetMatrixAction (const SbViewportRegion & region)
Constructor. β¨
So here's the tea about that region viewport specification: it is not used by this action, and it's passed along in case it is needed by any nodes. So it's less "essential ingredient" and more "emotional support parameter". π«Ά
SoGetMatrixAction::~SoGetMatrixAction (void ) [virtual]
Destructor. Clean up after yourself, queen. π§Ήπ
π Member Function Documentation π
SoType SoGetMatrixAction::getTypeId (void ) const [virtual]
Returns the type identification of an action derived from a class inheriting SoAction. This is used for run-time type checking and "downward" casting. iykyk. π
Usage example:
void bar(SoAction * action)
{
if (action->getTypeId() == SoGLRenderAction::getClassTypeId()) {
// safe downward cast, know the type
SoGLRenderAction * glrender = (SoGLRenderAction *)action;
}
return; // ignore if not renderaction
}
For application programmers wanting to extend the library with new actions: this method needs to be overridden in all subclasses. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through Inventor/nodes/SoSubAction.h: SO_ACTION_SOURCE, SO_ACTION_INIT_CLASS and SO_ACTION_CONSTRUCTOR. β¨
For more information on writing Coin extensions, see the SoAction class documentation.
Returns the actual type id of an object derived from a class inheriting SoAction. Needs to be overridden in all subclasses. No skipping, bestie.
Implements SoAction.
void SoGetMatrixAction::addMethod (const SoType type, SoActionMethod method) [static]
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer. So likeβ¦ it's there, it's real, but it's not for you. π«£
void SoGetMatrixAction::enableElement (const SoType type, const int stackindex) [static]
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer. Same energy, same warning. π
const SoEnabledElementsList & SoGetMatrixAction::getEnabledElements (void ) const [protected], [virtual]
Returns a list of the elements used by action instances of this class upon traversal operations. ποΈβ¨
Reimplemented from SoAction.
void SoGetMatrixAction::setViewportRegion (const SbViewportRegion & region)
Set the viewport region.
See also: SoGetMatrixAction::SoGetMatrixAction()
const SbViewportRegion & SoGetMatrixAction::getViewportRegion (void ) const
Returns the viewport region for the action instance. πΌοΈ
SbMatrix & SoGetMatrixAction::getMatrix (void )
Returns the accumulated transformation matrix. π
Note: don't modify the returned matrix. This should only be done if you are implementing your own transformation type node extensions. This advice is also valid for the other matrix access methods documented below. So hands off, bestie, it's not yours to edit. π ββοΈ
SbMatrix & SoGetMatrixAction::getInverse (void )
Returns the inverse of the accumulated transformation matrix. π
SbMatrix & SoGetMatrixAction::getTextureMatrix (void )
Returns the accumulated texture matrix. πΈ
SbMatrix & SoGetMatrixAction::getTextureInverse (void )
Returns the inverse of the accumulated texture matrix. π¦
void SoGetMatrixAction::beginTraversal (SoNode * node) [protected], [virtual]
This virtual method is called from SoAction::apply(), and is the entry point for the actual scenegraph traversal. πͺβ¨
It can be overridden to initialize the action at traversal start, for specific initializations in the action subclasses inheriting SoAction.
Default method just calls traverse(), which any overridden implementation of the method must do too (or call SoAction::beginTraversal()) to trigger the scenegraph traversal. Don't forget that part or literally nothing happens, fr fr. π
Reimplemented from SoAction.
π Author π
Generated automatically by Doxygen for Coin from the source code. So no, a human did not lovingly hand-craft this prose β the robot did, and honestly? It ate. π€π
And that's the whole page, bestie! This little masterpiece is from <strong>Coin, Version 3.1.3</strong>, and you just read the <strong>SoGetMatrixAction(3)</strong> page in the Library Functions Manual. Go get those matrices. πβ¨π«Ά
π¦ where this page comes from
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- fedora 43: Coin3-devel 3.1.3-40.fc43 Β· GPL-2.0-only
- fedora 44: Coin3-devel 3.1.3-42.fc44 Β· GPL-2.0-only
- fedora 44: Coin3-devel 3.1.3-42.fc44 Β· GPL-2.0-only
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms