SoSceneManager(3)

๐Ÿ“ฆ
version 4.0.10 ยท 4 versions
, in fedora 43, fedora 44

๐Ÿ’– SoSceneManager(3) โ€” Coin manual page, bestie ๐Ÿ’–

okay so welcome to the SoSceneManager(3) page from the Coin library. this is part 1, and it's already giving main character energy. no cap. โœจ


๐ŸŒธ NAME ๐ŸŒธ

SoSceneManager - The SoSceneManager class provides the main interface between the scene graph and the GUI toolkit. ๐Ÿ’…


โœจ SYNOPSIS โœจ

bestie, here's the whole roster. every single signature, no skips, no cuts. ๐Ÿซถ

#include <Inventor/SoSceneManager.h>

๐ŸŽ€ Public Member Functions ๐ŸŽ€

       SoSceneManager (void)
       virtual ~SoSceneManager ()
       virtual void render (const SbBool clearwindow=TRUE, const SbBool
           clearzbuffer=TRUE)
       virtual void render (SoGLRenderAction *action, const SbBool
           initmatrices=TRUE, const SbBool clearwindow=TRUE, const SbBool
           clearzbuffer=TRUE)
       void setCamera (SoCamera *camera)
       SoCamera * getCamera (void) const
       virtual SbBool processEvent (const SoEvent *const event)
       void reinitialize (void)
       void scheduleRedraw (void)
       virtual void setSceneGraph (SoNode *const sceneroot)
       virtual SoNode * getSceneGraph (void) const
       void setWindowSize (const SbVec2s &newsize)
       const SbVec2s & getWindowSize (void) const
       void setSize (const SbVec2s &newsize)
       const SbVec2s & getSize (void) const
       void setOrigin (const SbVec2s &newOrigin)
       const SbVec2s & getOrigin (void) const
       void setViewportRegion (const SbViewportRegion &newRegion)
       const SbViewportRegion & getViewportRegion (void) const
       void setBackgroundColor (const SbColor &color)
       const SbColor & getBackgroundColor (void) const
       void setBackgroundIndex (const int index)
       int getBackgroundIndex (void) const
       void setRGBMode (const SbBool onOrOff)
       SbBool isRGBMode (void) const
       virtual void activate (void)
       virtual void deactivate (void)
       void setRenderCallback (SoSceneManagerRenderCB *f, void *const
           userData=NULL)
       SbBool isAutoRedraw (void) const
       void setRedrawPriority (const uint32_t priority)
       uint32_t getRedrawPriority (void) const
       void setAntialiasing (const SbBool smoothing, const int numPasses)
       void getAntialiasing (SbBool &smoothing, int &numPasses) const
       void setGLRenderAction (SoGLRenderAction *const action)
       SoGLRenderAction * getGLRenderAction (void) const
       void setAudioRenderAction (SoAudioRenderAction *const action)
       SoAudioRenderAction * getAudioRenderAction (void) const
       void setHandleEventAction (SoHandleEventAction *hea)
       SoHandleEventAction * getHandleEventAction (void) const

๐Ÿ’ซ Static Public Member Functions ๐Ÿ’ซ

       static uint32_t getDefaultRedrawPriority (void)
       static void enableRealTimeUpdate (const SbBool flag)
       static SbBool isRealTimeUpdateEnabled (void)

๐Ÿฆ‹ Protected Member Functions ๐Ÿฆ‹

       int isActive (void) const
       void redraw (void)

๐Ÿ’– Detailed Description ๐Ÿ’–

so like, SoSceneManager is the class that provides the main interface between the scene graph and the GUI toolkit. that's literally its whole job. ๐Ÿ’…

the render area class from whatever GUI toolkit you're using? yeah, it uses this class as the interface against the scene graph. event handling and providing "hooks" to do rendering are the main functions of the class. no cap. โœจ

a Coin library instance inside an application will typically contain a single SoSceneManager object. the pointer for this object is stored in the GUI render area class. periodt. ๐Ÿซถ


๐ŸŽ€ Constructor & Destructor Documentation ๐ŸŽ€

SoSceneManager::SoSceneManager (void )

okay so this is the constructor. it sets up default SoGLRenderAction and SoHandleEventAction instances. slay. ๐Ÿซถ

SoSceneManager::~SoSceneManager () [virtual]

destructor. that's it, bestie. ๐Ÿ’€

โœจ Member Function Documentation โœจ

void SoSceneManager::render (const SbBool clearwindow = TRUE, const SbBool clearzbuffer = TRUE) [virtual]

Okay so this one renders the scene graph, bestie. If clearwindow is TRUE, we clear the rendering buffer before drawing. If clearzbuffer is TRUE, we clear the depth buffer values before rendering. Normally you want both of these to be TRUE, no cap, but you can set them to FALSE to optimize for special cases โ€” like when you're doing wireframe rendering, you literally don't need a depth buffer, so why bother? ๐Ÿ’…


void SoSceneManager::render (SoGLRenderAction * action, const SbBool initmatrices = TRUE, const SbBool clearwindow = TRUE, const SbBool clearzbuffer = TRUE) [virtual]

This is the render method for thread-safe rendering, periodt. Since only one thread can use an SoGLRenderAction at a time, this lets you supply your own thread-specific SoGLRenderAction to render the scene.

If initmatrices is TRUE, the OpenGL model and projection matrices get initialized to identity matrices before applying the action.

If clearwindow is TRUE, clear the rendering buffer before drawing. If clearzbuffer is TRUE, clear the depth buffer values before rendering.

This function is a Coin extension, so it's not in the original SGI Open Inventor v2.1 API.

Since Coin 2.0 โœจ

void SoSceneManager::setCamera (SoCamera * camera)

Sets the camera to be used. Simple as that. ๐Ÿ“ท


SoCamera * SoSceneManager::getCamera (void ) const

Returns the current camera. You're welcome. ๐Ÿ˜Œ


SbBool SoSceneManager::processEvent (const SoEvent *const event) [virtual]

Processes the given event by applying an SoHandleEventAction on the scene graph. Event handling? Slay. ๐ŸŽฎ


void SoSceneManager::reinitialize (void )

Reinitialize after parameters affecting the OpenGL context have changed. Gotta refresh that vibe check. ๐Ÿ”„


void SoSceneManager::scheduleRedraw (void )

Redraw at the first opportunity when the system becomes idle.

And bestie, if you call this multiple times before an actual redraw happens, it'll only result in a single redraw of the scene. Efficiency, we love to see it. โณ


void SoSceneManager::setSceneGraph (SoNode *const sceneroot) [virtual]

Sets the node that's the top of the scene graph we're managing. The sceneroot node's reference count gets increased by 1, and any previously set scene graph top node gets its reference count decreased by 1.

๐Ÿ”— See also: getSceneGraph()


SoNode * SoSceneManager::getSceneGraph (void ) const [virtual]

Returns a pointer to the root of the scene graph. There you go. ๐ŸŒณ


void SoSceneManager::setWindowSize (const SbVec2s & newsize)

Updates the window size of our SoGLRenderAction's viewport settings.

Note that this will only change the information about window dimensions. The actual viewport size and origin (i.e. the rectangle which redraws are confined to) will stay the same.

๐Ÿ”— See also: setViewportRegion()


const SbVec2s & SoSceneManager::getWindowSize (void ) const

Returns the current render action window size.

๐Ÿ”— See also: setWindowSize()


void SoSceneManager::setSize (const SbVec2s & newsize)

Sets the size of the rendering area for the viewport within the current window. Resize, bestie. ๐Ÿ–ผ๏ธ


const SbVec2s & SoSceneManager::getSize (void ) const

Returns the size of the render area. That's it. That's the tweet. ๐Ÿฆ


void SoSceneManager::setOrigin (const SbVec2s & newOrigin)

Sets only the origin of the viewport region within the rendering window. Just the origin, nothing else.

๐Ÿ”— See also: setViewportRegion(), setWindowSize()


const SbVec2s & SoSceneManager::getOrigin (void ) const

Returns the origin of the rendering area viewport.

๐Ÿ”— See also: setOrigin()


void SoSceneManager::setViewportRegion (const SbViewportRegion & newregion)

Updates our SoGLRenderAction's viewport settings. This one changes both the info about window dimensions and the actual viewport size and origin.

๐Ÿ”— See also: setWindowSize()


const SbViewportRegion & SoSceneManager::getViewportRegion (void ) const

Returns the current viewport region used by the render action and the event handling.

๐Ÿ”— See also: setViewportRegion()


void SoSceneManager::setBackgroundColor (const SbColor & color)

Sets the color of the rendering canvas. Paint it, bestie. ๐ŸŽจ


const SbColor & SoSceneManager::getBackgroundColor (void ) const

Returns the color used for clearing the rendering area before rendering the scene. Background check! โœ…


void SoSceneManager::setBackgroundIndex (const int index)

Sets the index of the background color in the color lookup table if you're rendering in color index mode.

Note: color index mode is not supported yet in Coin. So maybe don't get too attached. ๐Ÿ™ˆ

int SoSceneManager::getBackgroundIndex (void ) const

Returns the index of the colormap for background filling.

๐Ÿ”— See also: setBackgroundIndex()


void SoSceneManager::setRGBMode (const SbBool yes)

Turns RGB truecolor mode on or off. If you turn truecolor mode off, colorindex mode will be used instead. Choose your fighter. ๐ŸŒˆ


SbBool SoSceneManager::isRGBMode (void ) const

Returns the "truecolor or colorindex" mode flag. Mode check! ๐Ÿ•ต๏ธโ€โ™€๏ธ


void SoSceneManager::activate (void ) [virtual]

Activates rendering and event handling. Default is off, so you gotta turn it on. Main character energy. โœจ


void SoSceneManager::deactivate (void ) [virtual]

Deactivates rendering and event handling. Nap time. ๐Ÿ˜ด


void SoSceneManager::setRenderCallback (SoSceneManagerRenderCB * f, void *const userdata = NULL)

Sets the callback function f to invoke when rendering the scene. userdata will be passed as the first argument of the function. Callback queen. ๐Ÿ‘‘


SbBool SoSceneManager::isAutoRedraw (void ) const

Returns TRUE if the SoSceneManager automatically redraws the scene upon detecting changes in the scene graph.

The automatic redraw is turned on and off by setting either a valid callback function with setRenderCallback(), or by passing NULL.

Auto-redraw? It's giving convenience. ๐Ÿ”„


void SoSceneManager::setRedrawPriority (const uint32_t priority)

Sets up the redraw priority for the SoOneShotSensor used to trigger redraws. By setting this lower than for your own sensors, you can make sure some code is always run before the redraw happens.

๐Ÿ”— See also: SoDelayQueueSensor


uint32_t SoSceneManager::getRedrawPriority (void ) const

Returns the value of the priority on the redraw sensor. You're welcome. ๐Ÿ“ˆ


void SoSceneManager::setAntialiasing (const SbBool smoothing, const int numpasses)

Turns antialiased rendering on or off.

See documentation for SoGLRenderAction::setSmoothing() and SoGLRenderAction::setNumPasses(). Smooth operator. โœจ


void SoSceneManager::getAntialiasing (SbBool & smoothing, int & numpasses) const

Returns rendering pass information.

๐Ÿ”— See also: setAntialiasing()


void SoSceneManager::setGLRenderAction (SoGLRenderAction *const action)

Sets the action to use for rendering. Overrides the default action made in the constructor. Customize it, bestie. ๐ŸŽฌ


SoGLRenderAction * SoSceneManager::getGLRenderAction (void ) const

Returns a pointer to the render action. ๐ŸŽฅ


void SoSceneManager::setAudioRenderAction (SoAudioRenderAction *const action)

Sets the action to use for rendering audio. Overrides the default action made in the constructor. Turn up the volume. ๐Ÿ”Š


SoAudioRenderAction * SoSceneManager::getAudioRenderAction (void ) const

Returns a pointer to the audio render action. ๐ŸŽง


void SoSceneManager::setHandleEventAction (SoHandleEventAction * hea)

Sets the action to use for event handling. Overrides the default action made in the constructor. Handle it. ๐ŸŽฎ


SoHandleEventAction * SoSceneManager::getHandleEventAction (void ) const

Returns a pointer to the event handler action. ๐Ÿ•น๏ธ


uint32_t SoSceneManager::getDefaultRedrawPriority (void ) [static]

Returns the default priority of the redraw sensor.

๐Ÿ”— See also: SoDelayQueueSensor, setRedrawPriority()


void SoSceneManager::enableRealTimeUpdate (const SbBool flag) [static]

Sets whether or not for SoSceneManager instances to "touch" the global realTime field after a redraw. If this is not done, redrawing when animating the scene will only happen as fast as the realTime interval goes (which defaults to 12 times a second).

๐Ÿ”— See also: SoDB::setRealTimeInterval()

Real-time update? Yes please. โฑ๏ธ


SbBool SoSceneManager::isRealTimeUpdateEnabled (void ) [static]

Returns whether or not we automatically notify everything connected to the realTime field after a redraw. Notification squad. ๐Ÿ“ฃ


int SoSceneManager::isActive (void ) const [protected]

Returns the active flag. Are we active? Let's find out. ๐Ÿƒโ€โ™€๏ธ


void SoSceneManager::redraw (void ) [protected]

Does an immediate redraw by calling the redraw callback function. Instant gratification. โšก


โœจ Author โœจ

Generated automatically by Doxygen for Coin from the source code.


And that's the whole thing! This page is from Coin version 4.0.10, dated Thu Jun 25 2026 00:00:00, and it's SoSceneManager(3). Slay. ๐Ÿ’…

๐Ÿ“ฆ where this page comes from