SoState(3)

๐Ÿ“ฆ version 3.1.3, in fedora 43, fedora 44

๐Ÿ’– SoState(3) โ€” Library Functions Manual ๐Ÿ’–

okay bestie, sit down, hydrate, and let's talk about the SoState page from the Coin docs. it's giving scenegraph traversal state management and honestly? iconic. ๐ŸŽ€


โœจ NAME โœจ

SoState โ€” the SoState class manages the Coin scenegraph traversal state data. periodt.


๐Ÿฆ‹ SYNOPSIS ๐Ÿฆ‹

#include <Inventor/misc/SoState.h>

๐Ÿ’… Public Member Functions

SoState (SoAction *action, const SoTypeList &enabledelements)
~SoState (void)
SoAction * getAction (void) const
SoElement * getElement (const int stackindex)
const SoElement * getConstElement (const int stackindex) const
void push (void)
void pop (void)
void print (FILE *const file=stdout) const
SbBool isElementEnabled (const int stackindex) const
int getDepth (void) const
void setCacheOpen (const SbBool flag)
SbBool isCacheOpen (void) const
SoElement * getElementNoPush (const int stackindex) const

๐ŸŒธ Detailed Description ๐ŸŒธ

The SoState class manages the Coin scenegraph traversal state data. no cap.

So like, SoState is what the actions derived from the SoAction class use. it manages the scenegraph state as stacks of elements โ€” and by elements we mean instances of classes derived from SoElement. it's a whole little ecosystem, iykyk. ๐Ÿ’œ

now, if you wanna go deep on how traversal states work under the hood in Coin, the docs literally recommend the book ยซThe Inventor Toolmakerยป (ISBN 0-201-62493-1), which is also available at SGI's online library. just search for "Toolmaker" and you'll find it. study up, bestie ๐Ÿ“šโœจ


๐ŸŽ€ Constructor & Destructor Documentation ๐ŸŽ€

โญ SoState::SoState (SoAction * theAction, const SoTypeList & enabledelements)

The constructor, bestie. the theAction argument is the action object the state is part of, and the enabledElements argument is an SoTypeList of the elements that are enabled for this action.

okay so here's the tea: the constructor pushes a default element onto the indexes of all the enabled element stacks. and listen โ€” SoElement::push() is not called on the initial elements in the SoState stacks, but SoElement::init() is. that distinction matters, don't mix them up ๐Ÿ’…

โญ SoState::~SoState (void )

The destructor. bye bye ๐Ÿ‘‹

โš ๏ธ heads up: when destruction happens, lagging events caused by lazy evaluation won't be performed. so don't be surprised when they justโ€ฆ don't show up. ๐Ÿ˜ญ

๐Ÿ”ฅ Member Function Documentation ๐Ÿ”ฅ

โญ SoAction * SoState::getAction (void ) const

this method returns the pointer to the action instance given to the constructor. that's it, that's the whole vibe. ๐Ÿซถ

โญ SoElement * SoState::getElement (const int stackindex)

this method returns a modifyable instance of the element on the top of the stack with the given stackindex. but bestie โ€” because of lazy programming, this function may need to do some work ๐Ÿ˜ฎโ€๐Ÿ’จ so SoState::getConstElement() should be used instead whenever possible. efficiency queen behavior.

โญ const SoElement * SoState::getConstElement (const int stackIndex) const

[inline]

this method returns a pointer to the top element of the given element stack. the element is read-only and must not be changed under any circumstances or strange side-effect will occur. like, do not touch. fr fr. ๐Ÿ™ˆ

note that this function will assert if the element with the given stack identity value is not presently on the state stack. to check whether or not an element is present in the stack, use SoState::isElementEnabled().

โญ void SoState::push (void )

this method pushes the state one level down. it saves the state so it can be changed and later restored to this state by calling SoState::pop().

and here's the cute part: the push and pop mechanism is performed lazily for efficiency reasons (avoids a lot of memory allocation and copying). only when a state element is actually going to be changed will that element be pushed for real. it's giving minimal effort, maximum results. โœจ

โญ void SoState::pop (void )

this method pops the state to restore it to a previous state. and unlike push, pops are performed eagerly โ€” but the code is very tight so there is no reason to worry about efficiency. no stress, bestie. ๐Ÿ˜Œ

โญ void SoState::print (FILE *const file = stdout) const

this method is just for debugging purposes. that's literally all it does. debug o'clock ๐Ÿ›

โญ SbBool SoState::isElementEnabled (const int stackindex) const

[inline]

this method returns TRUE if the element with the given element stack index is enabled, and FALSE otherwise. simple as. โœ…

โญ int SoState::getDepth (void ) const

this method returns the current depth of the state stack.

and yes โ€” the depth is "virtual", not necessarily physical. don't come for me, that's what the docs say. ๐Ÿ’€

โญ void SoState::setCacheOpen (const SbBool open)

controls whether a cache is open. open it, close it, you're the main character. ๐Ÿ‘‘

โญ SbBool SoState::isCacheOpen (void ) const

[inline]

returns whether a cache is open. vibe check on the cache ๐Ÿงš


๐ŸŒˆ Author ๐ŸŒˆ

Generated automatically by Doxygen for Coin from the source code. not a human, just a robot doing its lil thing ๐Ÿค–๐Ÿ’–


and that's the whole page, bestie!! this one's from Coin, Version 3.1.3, and yeah, the footer says SoState(3) โ€” slay. now go forth and manage those traversal states. mwah ๐Ÿ’‹๐ŸŽ€

๐Ÿ“ฆ where this page comes from