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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
*
\**************************************************************************/
// *************************************************************************
/*!
\defgroup actions Action Classes
Actions are objects that traverse a scene graph to drive some
scene-related process, one example being OpenGL rendering, and
another being ray picking.
At the most basic level, most action management will be done for the
user behind the scenes in an SoSceneManager object, and the only
actions one might need to get acquainted with are SoSearchAction and
SoWriteAction.
For more advanced usage of Coin, one might want (or need) to take full
control over driving all the actions oneself, in which case one will
also need to know about the SoGLRenderAction, SoHandleEventAction,
SoGetBoundingBoxAction, and SoRayPickAction.
The remaining actions are mostly more special-purpose actions of
various kinds, except for the SoCallbackAction.
Before going to the step of implementing an extension action, one
should really take a good look at the SoCallbackAction class, which
is 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,
one can avoid the hassle of writing a new action, and just use
SoCallbackAction instead.
*/
// *************************************************************************
/*!
\defgroup base Base Classes
This group is just a lot of basic types for linear algebra, string
manipulation and misc. other utilities.
*/
// *************************************************************************
/*!
\defgroup bundles Bundle Classes
The bundle classes are internal to Coin.
*/
// *************************************************************************
/*!
\defgroup caches Cache Classes
The cache classes are internal to Coin.
*/
// *************************************************************************
/*!
\defgroup details Detail Classes
Detail classes are objects that deliver additional information
wherever the SoPrimitiveVertex class is used. This goes for ray
picking results, and it also goes for primitive generation by
SoShape classes for the SoCallbackAction class and fallback shape
rendering through primitive generation (a useful debugging trick
when debugging for instance raypicking).
*/
// *************************************************************************
/*!
\defgroup draggers Dragger Classes
Draggers are interactive components in the scene graph that respond
to, and are controlled by mouse and keyboard events. They are used in
manipulators as the user interface for the manipulation action, often
many draggers combined at the same time.
\see manips
*/
// *************************************************************************
/*!
\defgroup elements Element Classes
The element classes in Coin are the containers of state information
during action traversals of scene graphs. One element usually
corresponts to one item of information, or sometimes a group of
related information values. The elements work like a stack that is
pushed and popped as the action traverses in and out of SoSeparator
nodes, and the action will always just inspect the top of the stack
when it needs to know a value.
Elements are internal implementation details of the workings of
nodes and actions, and is not something one needs to worry about
before writing ones own extension nodes. Writing extension elements
is even more removed from plain Open Inventor usage, but is fully
possible for the experienced Open Inventor developer.
*/
// *************************************************************************
/*!
\defgroup engines Engine Classes
Engines are scene based objects that convert between field values of
various types or performs computations on them. The most versatile
engine is the SoCalculator engine, which you can write your own
mathematical expressions to to get it to do almost anything. The
other engines are more custom-tailored for specific purposes.
*/
// *************************************************************************
/*!
\defgroup errors Error Handling Classes
The error classes are static classes that contain a callback pointer
for handling errors of the given type. Coin has default handlers
for displaying all the types, but these can be overridden by
applications by setting other callbacks.
*/
// *************************************************************************
/*!
\defgroup events Event Classes
These classes are te event types you can send to a scene graph
through the SoHandleEventAction. They are a pretty direct mapping
from the various system event types you will have on all the host
architectures.
*/
// *************************************************************************
/*!
\defgroup fields Field Classes
The fields are the data containers in the scene graph. Nodes and
engines all use fields to store their public data.
Fields can be inter-connected, causing changes at one location in a
scene graph to cause other parts of the scene graph to automatically
also get updated. Direct field-to-field connections will cause
values to get duplicated, while field connections together with
engines can create complex networks for such updating that include
mathematical computations and logical operations. Field connections
are uni-directional, but setting up a connection in both directions
will cause a bi-directional connection.
Fields are first divided into two groups; "single fields" and "multi
fields". Single-fields contain just one value, while multi-fields
can contain many values or even none at all.
Besides fields that are part of nodes, you also have "global fields".
The "realtime" field is one such field.
The fields in VRML97 nodes have additional semantics. Some are
"event_in" and some are "event_out", listening for events or
triggering events. "event_in" events should not be read from, and
"event_out" fields should not be written to.
*/
// *************************************************************************
/*!
\defgroup general Miscellaneous Classes
*/
// *************************************************************************
/*!
\defgroup manips Manipulator Classes
Manipulators are objects you can swap back and forth into a scene
graph at locations where you have an SoTransform node. They take
the place of the SoTransform, continue to act like the SoTransform,
but in addition give the user a 3D user interface, using draggers,
for controlling the transform. When the user is done manipulating,
the manipulator can swap itself back out, replacing itself with an
SoTransform that represent the new transform value.
Manipulators is one of the concepts that really made Open Inventor
stand out against the alternatives when it came out.
\see draggers
*/
// *************************************************************************
/*!
\defgroup nodekits NodeKit Classes
Wrapping ones head around when, how, and why to create nodekits can
be difficult in the beginning. When do you write a nodekit, and
when do you write a custom node? It is easy to think in those terms
in the beginning, but it is often not an either/or situation.
The concept of nodekits is to modularize useful, potentially
repeated sub-structures you have in your scene graph as it
approaches some level of complexity. They are especially useful if
you might need to rearrange the structure of the sub-structure in
the future, which you probably will.
On file, a nodekit is like a macro for the scene graph. The nodekit
will not expose its internal structure, but when read in it will
create the node structure internally. The node structure can even
have optional parts that are only expanded if necessary.
A nodekit will give you access to its "slots" in the internal
structure through its fields. Only those fields should be the user
interface for the nodekit, the rest of the substructure should be
completely automatic, derived from those slot fields.
To return to the question on whether to implement a custom node or a
nodekit, the answer is to think of what exactly is really custom
about what you need to implement, and trim that down to the atomic
level (but please stop trimming before you trim away all meaning).
If there is nothing really custom in what you want to implement,
then it is likely that implementing it as a nodekit is what you
ought to do. However, if you do have to do somethingcustom that
Coin doesn't support, then implement that part as a custom node, and
then, if it seems worthwhile, implement the nodekit you need to
bundle up this custom part with an auxiliary support structure to
achieve what you set out to achieve.
For VRML97, you have something called PROTOs, which is something
similar to nodekits, except they are not very accessible from C++, as
opposed to nodekits.
*/
// *************************************************************************
/*!
\defgroup nodes Node Classes
This is the set of nodes Coin implements using the original Open
Inventor pattern, meaning they read and write to and from files
using the Inventor/VRML1 format, and produce side-effects for
subsequent siblings under the same SoSeparator node during action
traversal.
A subset of these nodes constitute the VRML1 format, and a bigger
subset constitutes the Inventor format. The rest of the nodes are
extensions that are not part of any standardized format.
For VRML97 nodes, see the \ref VRMLnodes page.
The VRML1.0 specification is at
http://www.web3d.org/x3d/specifications/vrml/VRML1.0/index.html
*/
// *************************************************************************
/*!
\defgroup projectors Projector Classes
The projector classes are used to convert between screenspace (2D)
locations and locations in worldspace (3D). They are mostly used in
relation to user interaction with the mouse in the viewport.
*/
// *************************************************************************
/*!
\defgroup sensors Sensor Classes
Sensors are objects that monitor other objects for changes and invoke
callbacks when changes occur.
*/
// *************************************************************************
/*!
\defgroup shaders Shader Classes
Coin-2.5 added support for Shaders. Shaders replace the fixed
function vertex and fragment processing in OpenGL by letting the
user define the processing that takes place at key points in the
OpenGL pipeline. Vertex shaders handle the operations that occur on
each vertex, while fragment shaders handle the operations that occur
on each pixel. The SoShaderProgram node in Coin provides a
convenient way of specifying the code for vertex and fragment
shaders.
Coin-3.0 expanded upon the shader support by adding support for
OpenGL Vertex Attributes. When using shaders, programmers are no
longer limited to the set of attributes that OpenGL defines
(glColor, glNormal, glTexCoord etc.) You can now define your own
per-vertex data and pass them to the shaders using the
SoVertexAttribute node.
*/
// *************************************************************************
/*!
\defgroup sound 3D Sound Support Classes
*/
// *************************************************************************
/*!
\defgroup scxml State Chart XML Classes
This set of classes is a basic implementation of State Chart XML.
It is not complete, nor is it necessary conformant to those parts it
implements. It is however a decent start, and there are plans for
implementing more parts of the specification.
Currently Coin uses SCXML for managing 3D viewer user interaction
(the non-model-interaction part) - the examiner navigation mode in
layman terms - but with a more complete implementation of SCXML, the
potential for more uses should be quite huge.
The Draft Specification for SCXML is at http://www.w3.org/TR/scxml/.
\since Coin 3.0
*/
// *************************************************************************
/*!
\defgroup threads Portable Threads Abstraction Classes
Coin implements a set of abstractions over the native threads data
types that can be portably used across all the platforms Coin has
been ported to.
*/
// *************************************************************************
/*!
\defgroup VRMLnodes VRML97 Classes
This is the set of items specified by VRML97, also known as VRML2.0.
These nodes are different from VRML1/Inventor nodes in the way you
structure them into scene-graphs, and in the requirements they set
for traversing them correctly (VRML1/Inventor require that you
traverse siblings on the left side before the node of interest,
while for VRML2.0 this is not true).
You can find out more about VRML97 in \ref vrml2refbook.
The VRML97 specification is online at
http://www.web3d.org/x3d/specifications/vrml/
*/
// *************************************************************************
/*!
\defgroup hardcopy Vectorized Printing Classes
The vectorized printing classes are for rendering to vector devices
instead of raster devices. You can use this to e.g. generate
scalable PostScript images for printing instead of raster images
that will become pixellated when you scale them up.
See below for \ref hardcopy_overview.
*/
// *************************************************************************
/*!
\defgroup XML XML related functions and objects
Coin now has its own XML parser that also canb be used from client code.
*/
// *************************************************************************
/*!
\defgroup profiler Scene Graph Profiling
Coin includes some scene graph profiling functionality. This
functionality is intended for use during application development for
identifying performance bottlenecks in Coin-based applications with
regards to how Coin is being used and with regards to problems with
how Coin is implemented.
The profiling code can be enabled in existing Coin applications
without the need of adding any code by enabling it through the use
of some environment variables. For particular profiling needs, the
default behaviour you can trigger through environment variables
might not work that well (you might have a specialized render
pipeline that causes the output to be garbled) or focus on the
information you need (the full application might perhaps add noise
to the system that Coin won't separate out). In such cases,
programmatic access to the profiling subsystem will be necessary to
get the better results.
\since Coin 3.0
*/
// *************************************************************************
/*!
\defgroup macros Miscellaneous Macros
When extending Coin, there are a number of macros one needs to know
about and use.
*/
// *************************************************************************
/*!
\defgroup envvars Miscellaneous Environment Variables
Various aspects of the Coin runtime behaviour can be controlled through
setting different environment variables to some value. Most of these
variables are there for debugging and problem-workaround purposes, but
a few are for telling Coin where to locate external resource files.
Here we will set up a list of some of the environment variables Coin will
check for and can alter behavior because of.
*/
// *************************************************************************
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