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/**************************************************************************\
*
* This file is part of the Coin 3D visualization library.
* Copyright (C) by Kongsberg Oil & Gas Technologies.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* ("GPL") version 2 as published by the Free Software Foundation.
* See the file LICENSE.GPL at the root directory of this source
* distribution for additional information about the GNU GPL.
*
* For using Coin with software that can not be combined with the GNU
* GPL, and for taking advantage of the additional benefits of our
* support services, please contact Kongsberg Oil & Gas Technologies
* about acquiring a Coin Professional Edition License.
*
* See http://www.coin3d.org/ for more information.
*
* Kongsberg Oil & Gas Technologies, Bygdoy Alle 5, 0257 Oslo, NORWAY.
* http://www.sim.no/ sales@sim.no coin-support@coin3d.org
*
\**************************************************************************/
/*!
\class SoSwitch SoSwitch.h Inventor/nodes/SoSwitch.h
\brief The SoSwitch class is a group node which selects one child subgraph for traversal.
\ingroup nodes
Which child to traverse is controlled by the application programmer
by using the SoSwitch::whichChild field. In addition to picking out
a single child for traversal, it is also possible to flip all
children on or off for traversal.
This node is very useful for conditionally turning on or off parts
of the scenegraph based on the current application processing mode,
visualizing mode, or whatever else the application can do.
<b>FILE FORMAT/DEFAULTS:</b>
\code
Switch {
whichChild -1
}
\endcode
*/
// *************************************************************************
#include <Inventor/nodes/SoSwitch.h>
#include <Inventor/misc/SoChildList.h>
#include <Inventor/actions/SoGetBoundingBoxAction.h>
#include <Inventor/actions/SoSearchAction.h>
#include <Inventor/actions/SoGetMatrixAction.h>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/actions/SoPickAction.h>
#include <Inventor/actions/SoHandleEventAction.h>
#include <Inventor/actions/SoAudioRenderAction.h>
#include <Inventor/elements/SoSoundElement.h>
#include <Inventor/elements/SoSwitchElement.h>
#include <Inventor/actions/SoCallbackAction.h>
#include <Inventor/actions/SoGetPrimitiveCountAction.h>
#include <Inventor/actions/SoWriteAction.h>
#include <Inventor/SoOutput.h>
#include <Inventor/errors/SoDebugError.h>
#include "nodes/SoSubNodeP.h"
#include "coindefs.h" // COIN_OBSOLETED()
#include "io/SoWriterefCounter.h"
// *************************************************************************
/*!
\var SoSFInt32 SoSwitch::whichChild
Selects which child to traverse during rendering (and some other)
actions.
The value should be either \c SO_SWITCH_NONE (for traversing no
children, like it was an empty SoGroup node), \c SO_SWITCH_ALL (for
traversing like if we were an SoGroup node), \c SO_SWITCH_INHERIT
(for traversing the same child as the last SoSwitch node), or an
index value for a child.
When using \c SO_SWITCH_INHERIT, it is important to understand how
the SoSwitch-node is affected by other SoSwitch-nodes. If you have
several switches in the scenegraph, the last switch with its \c
whichChild field set to anything but \c SO_SWITCH_INHERIT will be
used. The switch does not only inherit from its parent switch node,
but also from its siblings, located anywhere before it in the
scenegraph. An example will help clarify this:
\code
#Inventor V2.1 ascii
Separator {
Switch {
whichChild 0
Group {
Switch {
whichChild 1
BaseColor { rgb 1 0 0 } # red
BaseColor { rgb 1 1 0 } # yellow
}
Switch {
whichChild -2 # SO_SWITCH_INHERIT
BaseColor { rgb 0 1 0 } # green
BaseColor { rgb 0 0 1 } # blue
}
Cube { }
}
}
}
\endcode
This results in a blue cube on the screen. The reason being that the
value of the previous \c whichChild field was inherited by the final
switch, making it select child 1 - the blue BaseColor.
When constructing ascii Inventor files, the integer values for the
keywords must be used instead of their names. They are -1 for
\c SO_SWITCH_NONE, -2 for \c SO_SWITCH_INHERIT, and -3 for
\c SO_SWITCH_ALL.
Default value for the field is \c SO_SWITCH_NONE.
*/
// *************************************************************************
#include "SoSoundElementHelper.h"
class SoSwitchP : public SoSoundElementHelper
{
public:
SoSwitchP(SoSwitch * master) : master(master) {};
SoSwitch *master;
};
#define PRIVATE(p) ((p)->pimpl)
#define PUBLIC(p) ((p)->master)
SO_NODE_SOURCE(SoSwitch);
/*!
Default constructor.
*/
SoSwitch::SoSwitch(void)
{
this->commonConstructor();
}
/*!
Constructor.
The argument should be the approximate number of children which is
expected to be inserted below this node. The number need not be
exact, as it is only used as a hint for better memory resource
allocation.
*/
SoSwitch::SoSwitch(int numchildren)
: inherited(numchildren)
{
this->commonConstructor();
}
void
SoSwitch::commonConstructor(void)
{
PRIVATE(this) = new SoSwitchP(this);
SO_NODE_INTERNAL_CONSTRUCTOR(SoSwitch);
SO_NODE_ADD_FIELD(whichChild, (SO_SWITCH_NONE));
}
/*!
Destructor.
*/
SoSwitch::~SoSwitch()
{
delete PRIVATE(this);
}
// doc in super
void
SoSwitch::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoSwitch, SO_FROM_INVENTOR_1|SoNode::VRML1);
SO_ENABLE(SoGetBoundingBoxAction, SoSwitchElement);
SO_ENABLE(SoSearchAction, SoSwitchElement);
SO_ENABLE(SoGetMatrixAction, SoSwitchElement);
SO_ENABLE(SoGLRenderAction, SoSwitchElement);
SO_ENABLE(SoPickAction, SoSwitchElement);
SO_ENABLE(SoCallbackAction, SoSwitchElement);
SO_ENABLE(SoGetPrimitiveCountAction, SoSwitchElement);
SO_ENABLE(SoHandleEventAction, SoSwitchElement);
}
// Documented in superclass.
void
SoSwitch::GLRender(SoGLRenderAction * action)
{
this->doAction(action);
}
// Documented in superclass.
void
SoSwitch::getBoundingBox(SoGetBoundingBoxAction * action)
{
SoSwitch::doAction(action);
}
// Documented in superclass.
void
SoSwitch::search(SoSearchAction * action)
{
// This method must be overridden in SoSwitch nodes to take into
// account if the search involves every single node, or just the
// nodes involved in normal graph traversal.
// Include this node in the search.
SoNode::search(action);
if (action->isFound()) return;
if (action->isSearchingAll()) {
this->children->traverse(action);
}
else {
SoSwitch::doAction(action);
}
}
// Documented in superclass.
void
SoSwitch::doAction(SoAction * action)
{
SoState * state = action->getState();
int idx = this->whichChild.isIgnored() ?
SO_SWITCH_NONE : this->whichChild.getValue();
if (idx == SO_SWITCH_INHERIT) {
idx = SoSwitchElement::get(action->getState());
// when we inherit, idx might be out of range. Use modulo.
if (idx >= this->getNumChildren()) idx %= this->getNumChildren();
}
else {
SoSwitchElement::set(state, idx);
}
int numindices;
const int * indices;
SoAction::PathCode pathcode = action->getPathCode(numindices, indices);
if (idx == SO_SWITCH_ALL ||
(action->isOfType(SoCallbackAction::getClassTypeId()) &&
((SoCallbackAction *)action)->isCallbackAll())) {
if (action->isOfType(SoGetBoundingBoxAction::getClassTypeId())) {
SoGroup::getBoundingBox((SoGetBoundingBoxAction*) action);
}
else { // not a getBoundingBoxAction
if (pathcode == SoAction::IN_PATH) {
this->children->traverseInPath(action, numindices, indices);
}
else {
this->children->traverse(action);
}
}
}
else {
if (idx >= 0) { // should only traverse one child
if (pathcode == SoAction::IN_PATH) {
// traverse only if one path matches idx
for (int i = 0; i < numindices; i++) {
if (indices[i] == idx) {
this->children->traverse(action, idx);
break;
}
}
}
else { // off, below or no path traversal
// be robust for index out of range
if (idx >= this->getNumChildren()) {
#if COIN_DEBUG
static SbBool first = TRUE;
if (first) {
first = FALSE;
SbString s("(warning will be printed once, but there might be more cases of this problem).");
int lastidx = this->getNumChildren()-1;
if (lastidx >= 0) {
SoDebugError::post("SoSwitch::doAction",
"whichChild %d out of range [0, %d] %s",
idx, lastidx, s.getString());
}
else {
SoDebugError::post("SoSwitch::doAction",
"whichChild %d out of range -- "
"switch node has no children! %s",
idx, s.getString());
}
}
#endif // COIN_DEBUG
}
else {
this->children->traverse(action, idx);
}
}
}
PRIVATE(this)->traverseInactiveChildren(this, action, idx, pathcode,
this->getNumChildren(),
this->getChildren());
}
}
// Documented in superclass.
SbBool
SoSwitch::affectsState(void) const
{
// Overridden because when this function is called we don't know
// which "mode" the traversing action is in. If it's an
// SoSearchAction with isSearchingAll() set to TRUE, we should
// behave as if whichChild == SO_SWITCH_ALL, for instance.
//
// (To handle this exact case, SGI and TGS Inventor seems to use a
// global static flag SoSearchAction::duringSearchAll. We find this
// to be an utterly crap idea, though.)
//
// So to be safe, we _always_ behave as if whichChild is set to
// traverse all children. The worst that can happen is that we get a
// "false positive", ie TRUE when it should be FALSE. That means the
// action needs to traverse one level further down onto one of our
// children -- which will just take a miniscule amount of additional
// processing time.
int n = this->getNumChildren();
for (int i=0; i < n; i++) {
if (this->getChild(i)->affectsState()) { return TRUE; }
}
return FALSE;
}
// Documented in superclass.
void
SoSwitch::callback(SoCallbackAction *action)
{
SoSwitch::doAction(action);
}
// Documented in superclass.
void
SoSwitch::audioRender(SoAudioRenderAction * action)
{
PRIVATE(this)->preAudioRender(this, action);
SoSwitch::doAction((SoAction*)action);
PRIVATE(this)->postAudioRender(this, action);
}
// Documented in superclass.
void
SoSwitch::pick(SoPickAction *action)
{
SoSwitch::doAction((SoAction*)action);
}
// Documented in superclass.
void
SoSwitch::handleEvent(SoHandleEventAction *action)
{
SoSwitch::doAction(action);
}
// Documented in superclass.
void
SoSwitch::getMatrix(SoGetMatrixAction *action)
{
switch (action->getCurPathCode()) {
case SoAction::OFF_PATH:
case SoAction::IN_PATH:
SoSwitch::doAction((SoAction*)action);
break;
default:
break;
}
}
// Documented in superclass.
void
SoSwitch::write(SoWriteAction * action)
{
// to keep child numbering, always write out all children for a
// switch
SoOutput * out = action->getOutput();
if (out->getStage() == SoOutput::COUNT_REFS) {
this->addWriteReference(out, FALSE);
// Only increase number of writereferences to the top level node
// in a tree which is used multiple times.
if (!SoWriterefCounter::instance(out)->hasMultipleWriteRefs(this)) this->getChildren()->traverse(action);
}
else if (out->getStage() == SoOutput::WRITE) {
if (this->writeHeader(out, TRUE, FALSE)) return;
this->getFieldData()->write(out, this);
if (out->isBinary()) out->write(this->getNumChildren());
this->getChildren()->traverse(action);
this->writeFooter(out);
}
else assert(0 && "unknown stage");
}
// Documented in superclass.
void
SoSwitch::getPrimitiveCount(SoGetPrimitiveCountAction *action)
{
SoSwitch::doAction((SoAction*)action);
}
/*!
This function was part of the original SGI Inventor API, but it is
not supported in Coin, as it looks like it should probably have been
private in Inventor.
*/
void
SoSwitch::traverseChildren(SoAction * action)
{
COIN_OBSOLETED();
}
// Doc from superclass.
void
SoSwitch::notify(SoNotList * nl)
{
SoNotRec * rec = nl->getLastRec();
// If whichChild is set to a specific child and we get a
// notification from some other child, ignore it to avoid redraws
// and invalidated caches because of inactive parts of the scene
// graph. This fixes cases like these:
// DEF Switch {
// whichChild 1
// Separator {
// Rotor {
// on TRUE
// speed 1
// }
// }
// Separator {
// Cube { }
// }
// }
SbBool ignoreit = FALSE;
// if getBase() == this, the notification is from a field under this
// node, and should _not_ be ignored
if (rec && (rec->getBase() != (SoBase*) this)) {
int which = this->whichChild.getValue();
if (which == -1) ignoreit = TRUE; // also ignore if no children are traversed
else if (which >= 0) {
int fromchild = this->findChild((SoNode*) rec->getBase());
if (fromchild >= 0 && fromchild != which) ignoreit = TRUE;
}
}
if (!ignoreit) {
inherited::notify(nl);
PRIVATE(this)->notifyCalled();
}
}
#undef PRIVATE
#undef PUBLIC
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