SoWriteAction(3)

πŸ“¦ version 3.1.3, in fedora 43, fedora 44

πŸ’… SoWriteAction ✨

okay so hi bestie 🫢 this one's from the Library Functions Manual (section 3, iykyk) and it's about SoWriteAction, a Coin class that takes your whole entire scene graph and writes it out to a file. no cap. let's go πŸ’–


🌸 NAME 🌸

SoWriteAction β€” the class that writes a scene graph to file. that's the whole job. that's it. πŸ‘‘


✨ SYNOPSIS ✨

#include <Inventor/actions/SoWriteAction.h>

Inherits SoAction.

πŸŽ€ Public Member Functions πŸŽ€

  • virtual SoType getTypeId (void) const
  • SoWriteAction (void)
  • SoWriteAction (SoOutput *out)
  • virtual ~SoWriteAction (void)
  • SoOutput * getOutput (void) const
  • void continueToApply (SoNode *node)
  • void continueToApply (SoPath *path)

πŸ¦‹ Public Member Functions inherited from SoAction πŸ¦‹

  • 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)

🌈 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)

πŸ’œ Static Public Member Functions inherited from SoAction πŸ’œ

  • static void initClass (void)
  • static void initClasses (void)
  • static SoType getClassTypeId (void)
  • static void nullAction (SoAction *action, SoNode *node)

πŸ“ Protected Member Functions πŸ“

  • virtual const SoEnabledElementsList & getEnabledElements (void) const
  • virtual void beginTraversal (SoNode *node)
  • virtual SbBool shouldCompactPathLists (void) const

🧚 Protected Member Functions inherited from SoAction 🧚

  • SoAction (void)
  • virtual void endTraversal (SoNode *node)
  • void setTerminated (const SbBool flag)
  • virtual SbBool shouldCompactPathList (void) const

⭐ Static Protected Member Functions ⭐

  • static SoEnabledElementsList * getClassEnabledElements (void)
  • static SoActionMethodList * getClassActionMethods (void)

πŸŽ€ Static Protected Member Functions inherited from SoAction πŸŽ€

  • static SoEnabledElementsList * getClassEnabledElements (void)
  • static SoActionMethodList * getClassActionMethods (void)

πŸ‘‘ Additional Inherited Members πŸ‘‘

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

πŸ¦‹ Detailed Description πŸ¦‹

The SoWriteAction class writes a scene graph to file. πŸ’Ύ

When you apply it to a scene, this action writes its contents to the stream living inside an SoOutput instance. that stream can literally be a file, a memory buffer, or a system filehandle like stdout. it's giving versatility. main character energy fr fr.

Everything that counts as part of the scene graph should get written out β€” not just the nodes, but also the nodes' field values, global fields (at minimum the ones with connections inside the scene the action is applied to), engines in the scene, paths, etc. all of it. no crumbs left behind πŸ’…

The scene gets written in the Open Inventor file format. Files in this format can be parsed back into their scene graph structures with the SoDB::readAll() method β€” and heads up, SoDB also has a few other import methods you can use. πŸ‘€

Here's a complete, stand-alone usage example showing how to write a scene graph to a memory buffer:

#include <Inventor/SoDB.h>
#include <Inventor/actions/SoWriteAction.h>
#include <Inventor/nodes/SoCone.h>
#include <Inventor/nodes/SoSeparator.h>

static char * buffer;
static size_t buffer_size = 0;

static void *
buffer_realloc(void * bufptr, size_t size)
{
  buffer = (char *)realloc(bufptr, size);
  buffer_size = size;
  return buffer;
}

static SbString
buffer_writeaction(SoNode * root)
{
  SoOutput out;
  buffer = (char *)malloc(1024);
  buffer_size = 1024;
  out.setBuffer(buffer, buffer_size, buffer_realloc);

  SoWriteAction wa(&out);
  wa.apply(root);

  SbString s(buffer);
  free(buffer);
  return s;
}

int
main(int argc, char ** argv)
{
  SoDB::init();

  SoSeparator * root = new SoSeparator;
  root->ref();

  root->addChild(new SoCone);

  SbString s = buffer_writeaction(root);
  (void)fprintf(stdout, "%s\n", s.getString());

  root->unref();
  return 0;
}

See also

  • SoOutput

πŸ› οΈ Constructor & Destructor Documentation πŸ› οΈ

SoWriteAction::SoWriteAction (void )

Default constructor, bestie. Output gets written to stdout in ASCII format. ✨

SoWriteAction::SoWriteAction (SoOutput * out)

Constructor. Output gets written via the out object. 🫢

SoWriteAction::~SoWriteAction (void ) [virtual]

Destructor. say bye bye πŸ’€ (affectionately)


πŸ’– Member Function Documentation πŸ’–

SoType SoWriteAction::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.

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.

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.

Implements SoAction.

void SoWriteAction::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. πŸ™ˆ (basically, not your business unless you're deep in the library guts, and that's okay!)

void SoWriteAction::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 vibe as above, bestie 🧚

const SoEnabledElementsList & SoWriteAction::getEnabledElements (void ) const [protected], [virtual]

Returns a list of the elements used by action instances of this class upon traversal operations. πŸ—’οΈ

Reimplemented from SoAction.

SoOutput * SoWriteAction::getOutput (void ) const

Returns a pointer to the SoOutput object we're using when writing the scene graph. that's the one, that's the output bestie 🎯

void SoWriteAction::continueToApply (SoNode * node)

Applies the write method to the subgraph starting at node with the current SoOutput instance, without resetting any of the internal state of the action instance. ✍️

This should normally be for internal use only.

void SoWriteAction::continueToApply (SoPath * path)

Applies the write method to path with the current SoOutput instance, without resetting any of the internal state of the action instance. ✍️

This should normally be for internal use only.

void SoWriteAction::beginTraversal (SoNode * node) [protected], [virtual]

This virtual method is called from SoAction::apply(), and is the entry point for the actual scenegraph traversal. πŸšͺ✨

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.

Reimplemented from SoAction.

SbBool SoWriteAction::shouldCompactPathLists (void ) const [protected], [virtual]

This API member is considered internal to the library, as it is not likely to be of interest to the application programmer.

Compact path lists are not implemented in Coin (yet), but if they are, SoWriteAction should return FALSE here -- it would only be extra overhead for the SoWriteAction to have pathlists compacted before traversal.

Seems like a silly optimization to me, though.. :^/ 20000306 mortene.

(the original author really said that in the source, and honestly? respect for the honesty πŸ’€)


πŸ“ Author πŸ“

Generated automatically by Doxygen for Coin from the source code. πŸ€–


and that's the whole page, bestie!! πŸŽ€ thanks for reading all the way to the end, you're literally an icon. this manpage was generated by Doxygen for Coin, and the version it's stamped with is Version 3.1.3. slay, go write some scene graphs πŸ’–βœ¨πŸ¦‹

πŸ“¦ where this page comes from