actions(3)

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

πŸ’– actions(3) β€” Action Classes πŸ’–

okay bestie, welcome to the actions(3) page from the Coin Library Functions Manual ✨ this is the whole glow-up tour of every Action Class in Coin, and yes, we're doing all of them, no skips, no shortcuts, periodt. grab a strawberry πŸ“ and let's go.


🌸 NAME 🌸

actions β€” Action Classes πŸ’…


πŸ¦‹ SYNOPSIS πŸ¦‹

✨ Classes ✨

  • SoAction β€” the mother of them all, fr. This is the base class for literally every traversal action πŸ‘‘
  • SoAudioRenderAction β€” handles the aural parts of the scene graph, like the sound stuff 🎧
  • SoBoxHighlightRenderAction β€” renders the scene and puts cute highlighted boxes around your selections πŸŽ€
  • SoCallbackAction β€” invokes callbacks at specific nodes, it's the flexible bestie 🌈
  • SoGLRenderAction β€” renders the scene graph using OpenGL calls, the main character of rendering πŸ’…
  • SoGetBoundingBoxAction β€” calculates bounding boxes for nodes and subgraphs, measuring vibes πŸ“
  • SoGetMatrixAction β€” the action for accumulating the transformation matrix of a subgraph πŸ”„
  • SoGetPrimitiveCountAction β€” counts the primitives in a scene, she's doing inventory πŸ”’
  • SoHandleEventAction β€” distributes user events to the scene, the social butterfly πŸ¦‹
  • SoLineHighlightRenderAction β€” renders selections with line highlighting ✏️
  • SoPickAction β€” the base class for picking actions, the blueprint 🧚
  • SoRayPickAction β€” does ray intersection with scene graphs, she's aiming 🎯
  • SoReorganizeAction β€” reorganizes your scene graph to optimize traversal/rendering, a lil makeover ✨
  • SoSearchAction β€” provides methods for searching through scene graphs πŸ”
  • SoToVRML2Action β€” builds a whole new scene graph, using only VRML97/VRML2 nodes 🌟
  • SoToVRMLAction β€” builds a new scene graph using only VRML 1.0 nodes πŸ“Ό
  • SoWriteAction β€” writes a scene graph to file, she's documenting everything πŸ“
  • SoIntersectionDetectionAction β€” for detecting intersecting primitives in a scene πŸ’₯
  • SoActionMethodList β€” contains function pointers for action methods 🧷
  • SoEnabledElementsList β€” a container for type info for element types that are enabled in actions πŸ“¦

πŸ’œ Detailed Description πŸ’œ

So, actions are objects that traverse a scene graph to drive some scene-related process. Two examples, bestie: one is OpenGL rendering, and the other is ray picking. iconic range honestly.

At the most basic level, most action management will be done for you behind the scenes in an SoSceneManager object 😌 so the only actions you might even need to get acquainted with are SoSearchAction and SoWriteAction. lowkey chill.

But for more advanced usage of Coin, you might want (or need 😭) to take full control over driving all the actions yourself. If that's the vibe, then you also need to know about SoGLRenderAction, SoHandleEventAction, SoGetBoundingBoxAction, and SoRayPickAction. those four are the it-girls of advanced traversal.

The remaining actions are mostly more special-purpose actions of various kinds β€” except for SoCallbackAction, who is not like the others 🫢.

and listen, before you go off and implement your own extension action, please take a good long look at the SoCallbackAction class first. she's a general-purpose action that can be used as the framework for implementing almost any traversal-based process, with callback-hooks for all kinds of events that happen during traversal. In most cases you can avoid the whole hassle of writing a new action and just use SoCallbackAction instead. no cap, save yourself the pain πŸ’€

🌈 Author 🌈

Generated automatically by Doxygen for Coin from the source code. (not a human, just a robot doing her thing πŸ€–πŸ’–)


and that's the whole page, bestie!! πŸ’–βœ¨ this was Coin, Version 3.1.3, and the page is actions(3) β€” mwah, go slay some scene graphs πŸŽ€πŸ¦‹πŸ’…

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