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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 SoAction SoAction.h Inventor/actions/SoAction.h
\brief The SoAction class is the base class for all traversal actions.
\ingroup actions
Applying actions is the basic mechanism in Coin for executing
various operations on scene graphs or paths within scene graphs,
including search operations, rendering, interaction through picking,
etc.
The basic operation is to instantiate an action, set it up with
miscellaneous parameters if necessary, then call it's apply() method
on the root node of the scenegraph (or sub-graph of a scenegraph).
The action then traverses the scenegraph from the root node,
depth-first and left-to-right, applying it's specific processing at
the nodes where it is applicable.
(The SoAction and it's derived classes in Coin is an implementation
of the design pattern commonly known as the "Visitor" pattern.)
Here's a simple example that shows how to use the SoWriteAction to
dump a scenegraph in the Inventor format to a file:
\code
int write_scenegraph(const char * filename, SoNode * root)
{
SoOutput output;
if (!output.openFile(filename)) return 0;
// This is where the action is. ;-)
SoWriteAction wa(&output);
wa.apply(root);
return 1;
}
\endcode
After traversal, some action types have stored information about the
(sub-)scenegraph that was traversed, which you can then inquire
about through methods like SoGetBoundingBoxAction::getBoundingBox(),
SoRayPickAction::getPickedPoint(),
SoGetPrimitiveCountAction::getTriangleCount(), etc etc.
See the various built-in actions for further information (ie the
subclasses of this class), or look at the example code applications
of the Coin library to see how actions are generally used.
\TOOLMAKER_REF
The following example shows the basic outline on how to set up your
own extension action class:
\code
// This is sample code on how you can get progress indication on Coin
// export operations by extending the library with your own action
// class. The new class inherits SoWriteAction. The code is presented
// as a stand-alone example.
//
// The general technique is to inherit SoWriteAction and override it's
// "entry point" into each node of the scenegraph. The granularity of
// the progress callbacks is on a per-node basis, which should usually
// be good enough.
#include <Inventor/SoDB.h>
#include <Inventor/actions/SoWriteAction.h>
#include <Inventor/nodes/SoSeparator.h>
//// Definition of extension class "MyWriteAction" ///////////////
class MyWriteAction : public SoWriteAction {
SO_ACTION_HEADER(SoWriteAction);
public:
MyWriteAction(SoOutput * out);
virtual ~MyWriteAction();
static void initClass(void);
protected:
virtual void beginTraversal(SoNode * node);
private:
static void actionMethod(SoAction *, SoNode *);
int nrnodes;
int totalnrnodes;
};
//// Implementation of extension class "MyWriteAction" ///////////
SO_ACTION_SOURCE(MyWriteAction);
MyWriteAction::MyWriteAction(SoOutput * out)
: SoWriteAction(out)
{
SO_ACTION_CONSTRUCTOR(MyWriteAction);
}
MyWriteAction::~MyWriteAction()
{
}
void
MyWriteAction::initClass(void)
{
SO_ACTION_INIT_CLASS(MyWriteAction, SoWriteAction);
SO_ACTION_ADD_METHOD(SoNode, MyWriteAction::actionMethod);
}
void
MyWriteAction::beginTraversal(SoNode * node)
{
this->nrnodes = 0;
this->totalnrnodes = 0;
SoWriteAction::beginTraversal(node);
}
void
MyWriteAction::actionMethod(SoAction * a, SoNode * n)
{
// To abort the export process in mid-writing, we could just avoid
// calling in to the SoNode::writeS() method.
SoNode::writeS(a, n);
MyWriteAction * mwa = (MyWriteAction *)a;
SoOutput * out = mwa->getOutput();
if (out->getStage() == SoOutput::COUNT_REFS) {
mwa->totalnrnodes++;
}
else { // (out->getStage() == SoOutput::WRITE)
mwa->nrnodes++;
SbString s;
s.sprintf(" # wrote node %p (%d/%d) \n", n, mwa->nrnodes, mwa->totalnrnodes);
out->write(s.getString());
}
}
//// main ////////////////////////////////////////////////////////
int
main(int argc, char ** argv)
{
if (argc < 2) {
(void)fprintf(stderr, "\n\nUsage: %s <filename>\n\n", argv[0]);
exit(1);
}
SoDB::init();
MyWriteAction::initClass();
SoInput in;
if (!in.openFile(argv[1])) { exit(1); }
SoSeparator * root = SoDB::readAll(&in);
if (!root) { exit(1); }
root->ref();
SoOutput out;
MyWriteAction mwa(&out);
mwa.apply(root);
root->unref();
return 0;
}
\endcode
*/
// *************************************************************************
#include <Inventor/actions/SoAction.h>
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif // HAVE_CONFIG_H
#include <cassert>
#include <cstdlib>
#include <Inventor/actions/SoActions.h>
#include <Inventor/actions/SoHandleEventAction.h>
#include <Inventor/elements/SoOverrideElement.h>
#include <Inventor/misc/SoState.h>
#include <Inventor/lists/SbList.h>
#include <Inventor/SoDB.h>
#include <Inventor/system/gl.h>
#include <Inventor/errors/SoDebugError.h>
#include "tidbitsp.h"
#include "coindefs.h" // COIN_OBSOLETED
#include "actions/SoActionP.h"
#include "misc/SoDBP.h" // for global envvar COIN_PROFILER
#include "misc/SoCompactPathList.h"
#include <Inventor/annex/Profiler/SoProfiler.h>
#include <Inventor/annex/Profiler/elements/SoProfilerElement.h>
#include "profiler/SoNodeProfiling.h"
#ifdef HAVE_NODEKITS
#include <Inventor/annex/Profiler/nodekits/SoProfilerVisualizeKit.h>
#include <Inventor/annex/Profiler/nodekits/SoProfilerTopKit.h>
#endif // HAVE_NODEKITS
// define this to debug path traversal
// #define DEBUG_PATH_TRAVERSAL
// *************************************************************************
SoEnabledElementsList * SoAction::enabledElements = NULL;
SoActionMethodList * SoAction::methods = NULL;
SoType SoAction::classTypeId STATIC_SOTYPE_INIT;
// *************************************************************************
// Note: the following documentation for getTypeId() will also be
// visible for subclasses, so keep it general.
/*!
\fn SoType SoAction::getTypeId(void) const
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:
\code
void bar(SoAction * action)
{
if (action->getTypeId() == SoGLRenderAction::getClassTypeId()) {
// safe downward cast, know the type
SoGLRenderAction * glrender = (SoGLRenderAction *)action;
/// [then something] ///
}
return; // ignore if not renderaction
}
\endcode
For application programmers wanting to extend the library with new
actions: this method needs to be overridden in \e 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.
*/
/*!
\fn SoType SoAction::getTypeId(void) const
Returns the actual type id of an object derived from a class
inheriting SoAction. Needs to be overridden in \e all subclasses.
*/
/*!
\enum SoAction::AppliedCode
Enumerated values for what the action was applied to.
*/
/*!
\enum SoAction::PathCode
Enumerated values for how the action is applied to a scene graph.
*/
/*!
\var SoAction::state
Pointer to the traversal state instance of the action.
*/
/*!
\var SoAction::traversalMethods
Stores the list of "nodetype to actionmethod" mappings for the
particular action instance.
*/
/*!
\var SoAction::methods
Stores the list of default "nodetype to actionmethod" mappings for
the action class.
*/
/*!
\var SoAction::enabledElements
The list of elements enabled during traversals with actions of this
type.
*/
/*!
\fn SoAction::PathCode SoAction::getCurPathCode(void) const
Returns the current traversal path code.
*/
// *************************************************************************
#define PRIVATE(obj) ((obj)->pimpl)
/*!
Default constructor, does all necessary toplevel initialization.
*/
SoAction::SoAction(void)
: state(NULL),
traversalMethods(NULL),
currentpath(8),
currentpathcode(NO_PATH)
{
PRIVATE(this)->appliedcode = NODE;
PRIVATE(this)->applieddata.node = NULL;
PRIVATE(this)->terminated = FALSE;
PRIVATE(this)->prevenabledelementscounter = 0;
this->currentpath.ref(); // to avoid having a zero refcount instance
}
/*!
Destructor, free resources.
*/
SoAction::~SoAction(void)
{
int n = PRIVATE(this)->pathcodearray.getLength();
for (int i = 0; i < n; i++) delete PRIVATE(this)->pathcodearray[i];
delete this->state;
this->currentpath.unrefNoDelete(); // to match the ref() in the constructor
}
// *************************************************************************
/*!
Initializes the run-time type system for this class, and sets up the
enabled elements and action method list.
*/
void
SoAction::initClass(void)
{
SoAction::classTypeId = SoType::createType(SoType::badType(), "SoAction");
// Pass NULL pointers for the parent lists.
SoAction::enabledElements = new SoEnabledElementsList(NULL);
SoAction::methods = new SoActionMethodList(NULL);
// Override element is used everywhere.
SoAction::enabledElements->enable(SoOverrideElement::getClassTypeId(),
SoOverrideElement::getClassStackIndex());
// Profiler element may also be used from within all types of action
// traversals.
if (SoProfiler::isEnabled()) {
SoAction::enabledElements->enable(SoProfilerElement::getClassTypeId(),
SoProfilerElement::getClassStackIndex());
}
SoAction::initClasses();
coin_atexit(reinterpret_cast<coin_atexit_f *>(SoAction::atexit_cleanup), CC_ATEXIT_NORMAL);
}
// private cleanup method
void
SoAction::atexit_cleanup(void)
{
delete SoAction::enabledElements;
SoAction::enabledElements = NULL;
delete SoAction::methods;
SoAction::methods = NULL;
SoAction::classTypeId STATIC_SOTYPE_INIT;
}
/*!
Initialize all the SoAction subclasses. Automatically called from
SoAction::initClass().
*/
void
SoAction::initClasses(void)
{
SoCallbackAction::initClass();
SoGLRenderAction::initClass();
SoBoxHighlightRenderAction::initClass();
SoLineHighlightRenderAction::initClass();
SoGetBoundingBoxAction::initClass();
SoGetMatrixAction::initClass();
SoGetPrimitiveCountAction::initClass();
SoHandleEventAction::initClass();
SoPickAction::initClass();
SoRayPickAction::initClass();
SoSearchAction::initClass();
SoWriteAction::initClass();
SoAudioRenderAction::initClass();
SoIntersectionDetectionAction::initClass();
SoSimplifyAction::initClass();
SoReorganizeAction::initClass();
SoToVRMLAction::initClass();
#ifdef HAVE_VRML97
SoToVRML2Action::initClass();
#endif // HAVE_VRML97
}
/*!
Returns the run-time type object associated with instances of this
class.
*/
SoType
SoAction::getClassTypeId(void)
{
return SoAction::classTypeId;
}
/*!
Returns \c TRUE if the type of this object is either of the same
type or a subclass of \a type.
*/
SbBool
SoAction::isOfType(SoType type) const
{
return this->getTypeId().isDerivedFrom(type);
}
// *************************************************************************
/*!
Applies the action to the scene graph rooted at \a root.
Note that you should \e not apply an action to a node with a zero
reference count. The behavior in that case is undefined.
*/
void
SoAction::apply(SoNode * root)
{
SoDB::readlock();
// need to store these in case action is re-applied
AppliedCode storedcode = PRIVATE(this)->appliedcode;
SoActionP::AppliedData storeddata = PRIVATE(this)->applieddata;
PathCode storedcurr = this->currentpathcode;
// This is a pretty good indicator on whether or not we remembered
// to use the SO_ACTION_CONSTRUCTOR() macro in the constructor of
// the SoAction subclass.
assert(this->traversalMethods);
this->traversalMethods->setUp();
PRIVATE(this)->terminated = FALSE;
this->currentpathcode = SoAction::NO_PATH;
PRIVATE(this)->applieddata.node = root;
PRIVATE(this)->appliedcode = SoAction::NODE;
if (root) {
#if COIN_DEBUG
static SbBool first = TRUE;
if ((root->getRefCount() == 0) && first) {
// This problem has turned out to be a FAQ, the reason probably
// being that it "works" under SGI / TGS Inventor with no
// warning that the client application code is actually buggy.
//
// We prefer to spit out a verbose warning to aid the
// application programmer in finding the bug quickly instead of
// her having to track down the bug due to some _really_ nasty
// sideeffects later.
SoDebugError::postWarning("SoAction::apply",
"The root node that the %s was applied to "
"has a reference count equal to zero. "
"This is a bug in your application code which "
"you should rectify: you need to ref() (and "
"later unref()) the top-level root node to "
"make sure you avoid memory leaks (bad) and "
"/ or premature memory destruction (*really* "
"bad) under certain conditions. "
"Coin has an internal workaround to avoid "
"just responding with mysterious crashes, "
"but as it is not possible to cover _all_ "
"cases of what can go wrong with this "
"workaround you are *strongly* advised to "
"fix the bug in your application code.",
this->getTypeId().getName().getString());
first = FALSE;
}
#endif // COIN_DEBUG
// So the graph is not deallocated during traversal.
root->ref();
this->currentpath.setHead(root);
// make sure state is created before traversing
(void) this->getState();
// send events to overlay graph first
if (SoProfiler::isEnabled() &&
SoProfiler::isOverlayActive() &&
this->isOfType(SoHandleEventAction::getClassTypeId()))
{
// FIXME: also check that the scene graph view is actually enabled, or
// else this is of no point - sending events to the overlay scene
// graph.
SoNode * profileroverlay = SoActionP::getProfilerOverlay();
if (profileroverlay) {
SoProfiler::enable(FALSE);
this->beginTraversal(profileroverlay);
this->endTraversal(profileroverlay);
SoProfiler::enable(TRUE);
}
// FIXME: if there was a hit on the overlay scene graph view and
// the scene graph view is modified, then we should schedule a
// redraw. However, the isHandled() flag isn't affected by that
// change for now, so there's no way to detect it.
//if (static_cast<SoHandleEventAction *>(this)->isHandled()) {
// root->touch();
//}
}
// start profiling
if (SoProfiler::isEnabled() &&
state->isElementEnabled(SoProfilerElement::getClassStackIndex())) {
SoProfilerElement * elt = SoProfilerElement::get(state);
assert(elt);
SbProfilingData & data = elt->getProfilingData();
data.reset();
data.setActionType(this->getTypeId());
data.setActionStartTime(SbTime::getTimeOfDay());
}
this->beginTraversal(root);
this->endTraversal(root);
if (SoProfiler::isEnabled() &&
state->isElementEnabled(SoProfilerElement::getClassStackIndex())) {
SoProfilerElement * elt = SoProfilerElement::get(state);
assert(elt);
SbProfilingData & data = elt->getProfilingData();
data.setActionStopTime(SbTime::getTimeOfDay());
}
if (SoProfiler::isOverlayActive() &&
!this->isOfType(SoGLRenderAction::getClassTypeId())) {
// update profiler stats node with the profiling data from the traversal
SoNode * profilerstats = SoActionP::getProfilerStatsNode();
SoProfiler::enable(FALSE);
this->traverse(profilerstats);
SoProfiler::enable(TRUE);
}
if (SoProfiler::isConsoleActive()) {
SoType profileactiontype = SoProfilerP::getActionType();
if (this->isOfType(SoProfilerP::getActionType())) {
SoProfilerElement * pelt = SoProfilerElement::get(state);
if (pelt != NULL) {
const SbProfilingData & pdata = pelt->getProfilingData();
SoProfilerP::dumpToConsole(pdata);
}
}
}
PRIVATE(this)->applieddata.node = NULL;
root->unrefNoDelete();
}
PRIVATE(this)->appliedcode = storedcode;
PRIVATE(this)->applieddata = storeddata;
this->currentpathcode = storedcurr;
SoDB::readunlock();
}
/*!
Applies the action to the parts of the graph defined by \a path.
Note that an SoPath will also contain all nodes that may influence
e.g. geometry nodes in the path. So for instance applying an
SoGLRenderAction on an SoPath will render that path as expected in
the view, where geometry will get its materials, textures, and other
appearance settings correctly.
If the \a path ends in an SoGroup node, the action will also
traverse the tail node's children.
*/
void
SoAction::apply(SoPath * path)
{
SoDB::readlock();
// need to store these in case action in reapplied
AppliedCode storedcode = PRIVATE(this)->appliedcode;
SoActionP::AppliedData storeddata = PRIVATE(this)->applieddata;
PathCode storedcurr = this->currentpathcode;
// This is a pretty good indicator on whether or not we remembered
// to use the SO_ACTION_CONSTRUCTOR() macro in the constructor of
// the SoAction subclass.
assert(this->traversalMethods);
this->traversalMethods->setUp();
PRIVATE(this)->terminated = FALSE;
#if COIN_DEBUG
if (path->getRefCount() == 0) {
SoDebugError::postWarning("SoAction::apply",
"path has reference count equal to zero");
}
#endif // COIN_DEBUG
// So the path is not deallocated during traversal.
path->ref();
this->currentpathcode =
path->getFullLength() > 1 ? SoAction::IN_PATH : SoAction::BELOW_PATH;
PRIVATE(this)->applieddata.path = path;
PRIVATE(this)->appliedcode = SoAction::PATH;
// make sure state is created before traversing
(void) this->getState();
if (path->getLength() && path->getNode(0)) {
SoNode * node = path->getNode(0);
this->currentpath.setHead(node);
this->beginTraversal(node);
this->endTraversal(node);
}
path->unrefNoDelete();
PRIVATE(this)->appliedcode = storedcode;
PRIVATE(this)->applieddata = storeddata;
this->currentpathcode = storedcurr;
SoDB::readunlock();
}
/*!
Applies action to the graphs defined by \a pathlist. If \a
obeysrules is set to \c TRUE, \a pathlist must obey the following
four conditions (which is the case for path lists returned from
search actions for non-group nodes and path lists returned from
picking actions):
All paths must start at the same head node. All paths must be sorted
in traversal order. The paths must be unique. No path can continue
through the end point of another path.
\sa SoAction::apply(SoPath * path)
*/
void
SoAction::apply(const SoPathList & pathlist, SbBool obeysrules)
{
SoDB::readlock();
// This is a pretty good indicator on whether or not we remembered
// to use the SO_ACTION_CONSTRUCTOR() macro in the constructor of
// the SoAction subclass.
assert(this->traversalMethods);
this->traversalMethods->setUp();
if (pathlist.getLength() == 0) return;
// need to store these in case action in reapplied
AppliedCode storedcode = PRIVATE(this)->appliedcode;
SoActionP::AppliedData storeddata = PRIVATE(this)->applieddata;
PathCode storedcurr = this->currentpathcode;
PRIVATE(this)->terminated = FALSE;
// make sure state is created before traversing
(void) this->getState();
PRIVATE(this)->applieddata.pathlistdata.origpathlist = &pathlist;
PRIVATE(this)->applieddata.pathlistdata.pathlist = &pathlist;
PRIVATE(this)->applieddata.pathlistdata.compactlist = NULL;
PRIVATE(this)->appliedcode = PATH_LIST;
this->currentpathcode = pathlist[0]->getFullLength() > 1 ?
SoAction::IN_PATH : SoAction::BELOW_PATH;
if (obeysrules) {
// GoGoGo
if (this->shouldCompactPathList()) {
PRIVATE(this)->applieddata.pathlistdata.compactlist = new SoCompactPathList(pathlist);
}
this->currentpath.setHead(pathlist[0]->getHead());
this->beginTraversal(pathlist[0]->getHead());
this->endTraversal(pathlist[0]->getHead());
delete PRIVATE(this)->applieddata.pathlistdata.compactlist;
PRIVATE(this)->applieddata.pathlistdata.compactlist = NULL;
}
else {
// make copy of path list and make sure it obeys rules
SoPathList sortedlist(pathlist);
// sort
sortedlist.sort();
// remove unnecessary paths
sortedlist.uniquify();
int num = sortedlist.getLength();
// if all head nodes are the same we can traverse in one go
if (sortedlist[0]->getHead() == sortedlist[num-1]->getHead()) {
this->currentpath.setHead(sortedlist[0]->getHead());
PRIVATE(this)->applieddata.pathlistdata.pathlist = &sortedlist;
if (this->shouldCompactPathList()) {
PRIVATE(this)->applieddata.pathlistdata.compactlist = new SoCompactPathList(sortedlist);
}
else {
PRIVATE(this)->applieddata.pathlistdata.compactlist = NULL;
}
this->beginTraversal(sortedlist[0]->getHead());
this->endTraversal(sortedlist[0]->getHead());
delete PRIVATE(this)->applieddata.pathlistdata.compactlist;
PRIVATE(this)->applieddata.pathlistdata.compactlist = NULL;
}
else {
// make one pass per head node. sortedlist is sorted on
// different head nodes first, so this is very easy
SoNode * head;
SoPathList templist;
int i = 0;
while (i < num && !this->hasTerminated()) {
head = sortedlist[i]->getHead();
templist.append(sortedlist[i]);
i++;
while (i < num && sortedlist[i]->getHead() == head) {
templist.append(sortedlist[i]);
i++;
}
PRIVATE(this)->applieddata.pathlistdata.pathlist = &templist;
PRIVATE(this)->appliedcode = PATH_LIST;
this->currentpathcode = templist[0]->getFullLength() > 1 ?
SoAction::IN_PATH : SoAction::BELOW_PATH;
this->currentpath.setHead(templist[0]->getHead());
if (this->shouldCompactPathList()) {
PRIVATE(this)->applieddata.pathlistdata.compactlist = new SoCompactPathList(templist);
}
else {
PRIVATE(this)->applieddata.pathlistdata.compactlist = NULL;
}
this->beginTraversal(templist[0]->getHead());
delete PRIVATE(this)->applieddata.pathlistdata.compactlist;
PRIVATE(this)->applieddata.pathlistdata.compactlist = NULL;
templist.truncate(0);
}
}
}
PRIVATE(this)->appliedcode = storedcode;
PRIVATE(this)->applieddata = storeddata;
this->currentpathcode = storedcurr;
SoDB::readunlock();
}
/*!
Applies this action object to the same as \a beingApplied is being
applied to.
\COIN_FUNCTION_EXTENSION
\since Coin 2.1
*/
void
SoAction::apply(SoAction * beingApplied)
{
assert(beingApplied != NULL);
switch ( beingApplied->getWhatAppliedTo() ) {
case NODE:
this->apply(beingApplied->getNodeAppliedTo());
break;
case PATH:
this->apply(beingApplied->getPathAppliedTo());
break;
case PATH_LIST:
do {
const SoPathList * pathlist = beingApplied->getOriginalPathListAppliedTo();
this->apply(*pathlist, FALSE);
// FIXME: any way to detect if arg should be TRUE? 2002-02-10 larsa
} while ( FALSE );
break;
default:
assert(0 && "unhandled appliedcode in beingApplied action");
break;
}
}
/*!
Invalidates the state, forcing it to be recreated at the next
apply() invocation.
*/
void
SoAction::invalidateState(void)
{
delete this->state;
this->state = NULL;
}
// *************************************************************************
/*!
This method is used for filling up the lookup tables with void
methods.
*/
void
SoAction::nullAction(SoAction *, SoNode *)
{
}
/*!
Returns a code indicating what (node, path, or pathlist) the action
instance is being applied to.
*/
SoAction::AppliedCode
SoAction::getWhatAppliedTo(void) const
{
return PRIVATE(this)->appliedcode;
}
/*!
Returns a pointer to the node the action is being applied to.
If action is not being applied to a node (but a path or a pathlist),
the method returns \c NULL.
*/
SoNode *
SoAction::getNodeAppliedTo(void) const
{
return PRIVATE(this)->appliedcode == SoAction::NODE ? PRIVATE(this)->applieddata.node : NULL;
}
/*!
Returns the pointer to the path the action is being applied to.
The path is managed by the action instance and should not be destroyed or
modified by the caller.
If action is not being applied to a path (but a node or a pathlist),
the method returns \c NULL.
*/
SoPath *
SoAction::getPathAppliedTo(void) const
{
return PRIVATE(this)->appliedcode == SoAction::PATH ? PRIVATE(this)->applieddata.path : NULL;
}
/*!
Returns the pointer to the path list the action is currently being
applied to. The path list is managed by the action instance and
should not be destroyed or modified by the caller.
If action is not being applied to a path list (but a node or a
path), the method returns \c NULL.
The returned pathlist pointer need not be equal to the list apply()
was called with, as the action may have reorganized the path list
for efficiency reasons.
\sa void SoAction::apply(const SoPathList &, SbBool)
*/
const SoPathList *
SoAction::getPathListAppliedTo(void) const
{
return PRIVATE(this)->appliedcode == SoAction::PATH_LIST ?
PRIVATE(this)->applieddata.pathlistdata.pathlist : NULL;
}
/*!
Returns a pointer to the original path list the action is being
applied to.
If the action is not being applied to a path list (but a node or a
path), the method returns \c NULL.
*/
const SoPathList *
SoAction::getOriginalPathListAppliedTo(void) const
{
return PRIVATE(this)->appliedcode == SoAction::PATH_LIST ?
PRIVATE(this)->applieddata.pathlistdata.origpathlist : NULL;
}
/*!
This method is not supported in Coin. It should probably
have been private in OIV.
*/
SbBool
SoAction::isLastPathListAppliedTo(void) const
{
COIN_OBSOLETED();
return TRUE;
}
/*!
Returns a code that indicates where the current node lies with
respect to the path(s) the action is being applied to. The
arguments \a indices and \a numindices are only set if the method
returns \c IN_PATH.
*/
SoAction::PathCode
SoAction::getPathCode(int & numindices, const int * & indices)
{
if (this->currentpathcode == SoAction::IN_PATH)
this->usePathCode(numindices, indices);
return this->currentpathcode;
}
/*!
Traverses a scene graph rooted at \a node, invoking the action
methods of the nodes in the graph.
*/
void
SoAction::traverse(SoNode * const node)
{
SoType t = node->getTypeId();
int idx = SoNode::getActionMethodIndex(t);
SoActionMethod func = (*this->traversalMethods)[idx];
SoNodeProfiling profiling;
profiling.preTraversal(this);
func(this, node);
profiling.postTraversal(this);
}
/*!
Get ready to traverse the \a childindex'th child. Use this method
if the path code might change as a result of this.
This method is very internal. Do not use unless you know
what you're doing.
*/
void
SoAction::pushCurPath(const int childindex, SoNode * node)
{
if (node) this->currentpath.simpleAppend(node, childindex);
else {
this->currentpath.append(childindex);
}
int curlen = this->currentpath.getFullLength();
if (this->currentpathcode == IN_PATH) {
if (this->getWhatAppliedTo() == PATH) {
assert(curlen <= PRIVATE(this)->applieddata.path->getFullLength());
if (this->currentpath.getIndex(curlen-1) !=
PRIVATE(this)->applieddata.path->getIndex(curlen-1)) {
#ifdef DEBUG_PATH_TRAVERSAL
fprintf(stderr,"off path at: %d (%s), depth: %d\n",
childindex, node->getName().getString(), curlen);
#endif // DEBUG_PATH_TRAVERSAL
this->currentpathcode = OFF_PATH;
}
else if (curlen == PRIVATE(this)->applieddata.path->getFullLength()) {
this->currentpathcode = BELOW_PATH;
#ifdef DEBUG_PATH_TRAVERSAL
fprintf(stderr,"below path at: %d (%s), depth: %d\n",
childindex, node->getName().getString(),curlen);
#endif // DEBUG_PATH_TRAVERSAL
}
}
else {
if (PRIVATE(this)->applieddata.pathlistdata.compactlist) {
SbBool inpath = PRIVATE(this)->applieddata.pathlistdata.compactlist->push(childindex);
assert(PRIVATE(this)->applieddata.pathlistdata.compactlist->getDepth() == this->currentpath.getLength());
if (!inpath) {
this->currentpathcode = OFF_PATH;
}
else {
int numchildren;
const int * dummy;
PRIVATE(this)->applieddata.pathlistdata.compactlist->getChildren(numchildren, dummy);
this->currentpathcode = numchildren == 0 ? BELOW_PATH : IN_PATH;
}
}
else {
// test for below path by testing for one path that contains
// current path, and is longer than current. At the same time,
// test for off path by testing if there is no paths that
// contains current path. This is a lame and slow way to do it,
// but SoCompactPathList will always be used. This is just backup
// code in case some action actually disables compact path list.
const SoPathList * pl = PRIVATE(this)->applieddata.pathlistdata.pathlist;
int i, n = pl->getLength();
int len = -1;
for (i = 0; i < n; i++) {
const SoPath * path = (*pl)[i];
len = path->getFullLength();
// small optimization, no use testing if path is shorter
if (len >= curlen) {
if (path->containsPath(&this->currentpath)) break;
}
}
// if no path is found, we're off path
if (i == n) {
this->currentpathcode = OFF_PATH;
#ifdef DEBUG_PATH_TRAVERSAL
fprintf(stderr,"off path at: %d (%s), depth: %d\n",
childindex, node->getName().getString(), curlen);
#endif // DEBUG_PATH_TRAVERSAL
}
else if (len == curlen) {
this->currentpathcode = BELOW_PATH;
#ifdef DEBUG_PATH_TRAVERSAL
fprintf(stderr,"below path at: %d (%s), depth: %d\n",
childindex, node->getName().getString(), curlen);
#endif // DEBUG_PATH_TRAVERSAL
}
}
}
}
}
/*!
\fn void SoAction::popCurPath(const PathCode prevpathcode)
Pops the current path, and sets the path code to \a prevpathcode.
This method is very internal. Do not use unless you know
what you're doing.
*/
void
SoAction::popCurPath(const PathCode prevpathcode)
{
this->currentpath.pop();
this->currentpathcode = prevpathcode;
// If we're traversing a path list, let it know where we are
if ((PRIVATE(this)->appliedcode == PATH_LIST) && (prevpathcode == IN_PATH)) {
if (PRIVATE(this)->applieddata.pathlistdata.compactlist) {
PRIVATE(this)->applieddata.pathlistdata.compactlist->pop();
assert(PRIVATE(this)->applieddata.pathlistdata.compactlist->getDepth() == this->currentpath.getLength());
}
}
}
/*!
Returns \c TRUE if the action was prematurely terminated.
Note that the termination flag will be \c FALSE if the action simply
completed its run over the scene graph in the "ordinary" fashion,
i.e. was not explicitly aborted from any of the nodes in the graph.
\sa setTerminated()
*/
SbBool
SoAction::hasTerminated(void) const
{
return PRIVATE(this)->terminated;
}
/*!
Returns a pointer to the state of the action instance. The state
contains the current set of elements used during traversal.
*/
SoState *
SoAction::getState(void) const
{
// if a new element has been enabled, we need to recreate the state
if (this->state &&
(SoEnabledElementsList::getCounter() != PRIVATE(this)->prevenabledelementscounter)) {
SoAction * thisp = const_cast<SoAction*> (this);
delete thisp->state;
thisp->state = NULL;
}
if (this->state == NULL) {
// cast away constness to set state
const_cast<SoAction*>(this)->state =
new SoState(const_cast<SoAction*>(this), this->getEnabledElements().getElements());
SoActionP * thisp = const_cast<SoActionP *>(&PRIVATE(this).get());
thisp->prevenabledelementscounter = this->getEnabledElements().getCounter();
}
return this->state;
}
/*!
Returns a pointer to the path generated during traversal, from the
root of the traversed graph to the current node.
*/
const SoPath *
SoAction::getCurPath(void)
{
return &this->currentpath;
}
/*!
\COININTERNAL
*/
SoNode *
SoAction::getCurPathTail(void)
{
return this->currentpath.getTail();
}
/*!
\COININTERNAL
*/
void
SoAction::usePathCode(int & numindices, const int * & indices)
{
int curlen = this->currentpath.getFullLength();
while (PRIVATE(this)->pathcodearray.getLength() < curlen) {
PRIVATE(this)->pathcodearray.append(new SbList<int>);
}
SbList <int> * myarray = PRIVATE(this)->pathcodearray[curlen-1];
myarray->truncate(0);
if (this->getWhatAppliedTo() == PATH_LIST) {
if (PRIVATE(this)->applieddata.pathlistdata.compactlist) {
assert(PRIVATE(this)->applieddata.pathlistdata.compactlist->getDepth() == this->currentpath.getLength());
PRIVATE(this)->applieddata.pathlistdata.compactlist->getChildren(numindices, indices);
}
else {
// this might be very slow if the list contains a lot of
// paths. See comment in pushCurPath(int, SoNode*) about this.
const SoPathList * pl = PRIVATE(this)->applieddata.pathlistdata.pathlist;
int n = pl->getLength();
int previdx = -1;
myarray->truncate(0);
for (int i = 0; i < n; i++) {
const SoPath * path = (*pl)[i];
if (path->getFullLength() > curlen &&
path->containsPath(&this->currentpath)) {
int idx = path->getIndex(curlen);
if (idx != previdx) {
myarray->append(idx);
previdx = idx;
}
}
}
numindices = myarray->getLength();
indices = myarray->getArrayPtr();
}
}
else {
numindices = 1;
myarray->append(PRIVATE(this)->applieddata.path->getIndex(curlen));
indices = myarray->getArrayPtr();
}
}
/*!
Pushes a NULL node onto the current path. Use this before
traversing all children when you know that the path code will not
change while traversing children.
This method is very internal. Do not use unless you know
what you're doing.
*/
void
SoAction::pushCurPath(void)
{
this->currentpath.simpleAppend(static_cast<SoNode*>( NULL), -1);
}
/*!
Get ready to traverse the \a childindex'th child. Use this method
if you know the path code will not change as a result of this.
This method is very internal. Do not use unless you know
what you're doing.
*/
void
SoAction::popPushCurPath(const int childindex, SoNode * node)
{
if (node == NULL) {
this->currentpath.pop(); // pop off previous or NULL node
this->currentpath.append(childindex);
}
else {
this->currentpath.replaceTail(node, childindex);
}
}
/*!
Pops of the last child in the current path. Use this if
you know the path code hasn't changed since the current
path was pushed.
This method is very internal. Do not use unless you know
what you're doing.
*/
void
SoAction::popCurPath(void)
{
this->currentpath.pop();
}
// *************************************************************************
/*!
Returns a list of the elements used by action instances of this
class upon traversal operations.
*/
const SoEnabledElementsList &
SoAction::getEnabledElements(void) const
{
return *(this->enabledElements);
}
/*!
\COININTERNAL
This method not available in the original OIV API, see SoSubAction.h
for explanation.
*/
SoEnabledElementsList *
SoAction::getClassEnabledElements(void)
{
return SoAction::enabledElements;
}
/*!
\COININTERNAL
This method not available in the original OIV API, see SoSubAction.h
for explanation.
*/
SoActionMethodList *
SoAction::getClassActionMethods(void)
{
return SoAction::methods;
}
// This is common doc for SoAction and all SoAction-derived classes,
// so keep it general.
/*!
This virtual method is called from SoAction::apply(), and is the
entry point for the actual scenegraph traversal.
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.
*/
void
SoAction::beginTraversal(SoNode * node)
{
this->traverse(node);
}
/*!
This virtual method can be overridden to execute code after the
scene graph traversal. Default method does nothing.
*/
void
SoAction::endTraversal(SoNode * COIN_UNUSED_ARG(node))
{
}
/*!
Set the termination flag.
Typically set to TRUE from nodes upon special
conditions being met during scene graph traversal -- like the
correct node being found when doing SoSearchAction traversal or
when grabbing the event from an SoHandleEventAction.
\sa hasTerminated()
*/
void
SoAction::setTerminated(const SbBool flag)
{
PRIVATE(this)->terminated = flag;
}
/*!
\COININTERNAL
*/
SbBool
SoAction::shouldCompactPathList(void) const
{
return TRUE;
}
/*!
Store our state, traverse the given \a path, restore our state and
continue traversal.
*/
void
SoAction::switchToPathTraversal(SoPath * path)
{
// Store current state.
SoActionP::AppliedData storeddata = PRIVATE(this)->applieddata;
AppliedCode storedcode = PRIVATE(this)->appliedcode;
PathCode storedpathcode = this->currentpathcode;
SoTempPath storedpath = this->currentpath;
// Start path traversal. Don't use beginTraversal() (the user might
// have overridden it).
PRIVATE(this)->appliedcode = SoAction::PATH;
PRIVATE(this)->applieddata.path = path;
this->currentpathcode = SoAction::IN_PATH;
this->traverse(path->getNode(0));
// Restore previous state.
this->currentpath = storedpath;
this->currentpathcode = storedpathcode;
PRIVATE(this)->applieddata = storeddata;
PRIVATE(this)->appliedcode = storedcode;
}
/*!
Store our state, traverse the subgraph rooted at the given \a node,
restore our state and continue traversal.
*/
void
SoAction::switchToNodeTraversal(SoNode * node)
{
// Store current state.
SoActionP::AppliedData storeddata = PRIVATE(this)->applieddata;
AppliedCode storedcode = PRIVATE(this)->appliedcode;
PathCode storedpathcode = this->currentpathcode;
SoTempPath storedpath = this->currentpath;
PRIVATE(this)->appliedcode = SoAction::NODE;
PRIVATE(this)->applieddata.node = node;
this->currentpathcode = SoAction::NO_PATH;
this->currentpath.truncate(0);
this->traverse(node);
// Restore previous state.
this->currentpath = storedpath;
this->currentpathcode = storedpathcode;
PRIVATE(this)->applieddata = storeddata;
PRIVATE(this)->appliedcode = storedcode;
}
// *************************************************************************
SoProfilerStats *
SoActionP::getProfilerStatsNode(void)
{
static SoProfilerStats * pstats = NULL;
if (!pstats) {
pstats = new SoProfilerStats;
pstats->ref();
}
return pstats;
}
SoNode *
SoActionP::getProfilerOverlay(void)
{
if (!SoProfiler::isEnabled() || !SoProfiler::isOverlayActive())
return NULL;
static SoNode * nodekit = NULL;
#ifdef HAVE_NODEKITS
if (nodekit == NULL) {
SoProfilerTopKit * kit = new SoProfilerTopKit;
kit->ref();
kit->setPart("profilingStats",
SoActionP::getProfilerStatsNode());
nodekit = kit;
SoProfilerVisualizeKit * viskit = new SoProfilerVisualizeKit;
viskit->stats.setValue(SoActionP::getProfilerStatsNode());
kit->addOverlayGeometry(viskit);
}
#endif // HAVE_NODEKITS
return nodekit;
}
// *************************************************************************
#undef PRIVATE
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