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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 SoEngine SoEngine.h Inventor/engines/SoEngine.h
\brief SoEngine is the base class for Coin engines.
\ingroup engines
Engines enables the application programmers to make complex
connections between fields.
The most common cases where you use engines are: 1) to constrain the
values of a field with regard to the contents of one or more other
fields in the scene graph, 2) as a convenient way to animate parts
of the scene graph.
The reference count of an engine will be increased by 1 for each
connection made to one of its engine outputs, and decreased by one
for a disconnect. See SoEngineOutput::addConnection() and
SoEngineOutput::removeConnection(). When the reference count goes
down to zero, the engine will automatically be destroyed, and
subsequent attempts at using the engine will lead to a crash.
If you want complete control over when an engine gets destructed,
use SoBase::ref() and SoBase::unref() for explicit
referencing/dereferencing.
*/
// *************************************************************************
#include <Inventor/engines/SoEngine.h>
#include "SbBasicP.h"
#include <Inventor/engines/SoEngines.h>
#include <Inventor/engines/SoNodeEngine.h>
#include <Inventor/engines/SoOutputData.h>
#include <Inventor/errors/SoDebugError.h>
#include <Inventor/lists/SoEngineList.h>
#include <Inventor/lists/SoEngineOutputList.h>
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif // HAVE_CONFIG_H
#include "coindefs.h" // COIN_STUB()
#ifdef COIN_THREADSAFE
#include "threads/recmutexp.h"
#endif // COIN_THREADSAFE
// *************************************************************************
// FIXME: document these properly. 20000405 mortene.
/*!
\fn const SoEngineOutputData * SoEngine::getOutputData(void) const
\COININTERNAL
*/
/*!
\fn void SoEngine::evaluate(void)
\COININTERNAL
*/
// *************************************************************************
SoType SoEngine::classTypeId STATIC_SOTYPE_INIT;
// *************************************************************************
/*!
Default constructor.
*/
SoEngine::SoEngine(void)
{
this->flags = 0;
}
/*!
Destructor.
*/
SoEngine::~SoEngine()
{
#if COIN_DEBUG && 0 // debug
SoDebugError::postInfo("SoEngine::~SoEngine", "%p", this);
#endif // debug
}
// Overrides SoBase::destroy().
void
SoEngine::destroy(void)
{
#if COIN_DEBUG && 0 // debug
SbName n = this->getName();
SoType t = this->getTypeId();
SoDebugError::postInfo("SoEngine::destroy", "start -- '%s' (%s)",
n.getString(),
t.getName().getString());
#endif // debug
// evaluate() before we actually destruct. It would be too late
// during the destructor, as the SoEngine::evaluate() method is pure
// virtual.
//
// The explicit call here is done so attached fields will get the
// chance to update before we die. SoField::disconnect() will
// normally call SoEngine::evaluate(), but we disable that feature
// by setting SoEngineOutput::isEnabled() to FALSE before
// decoupling.
// need to lock to avoid that evaluateWrapper() is called
// simultaneously from more than one thread
#ifdef COIN_THREADSAFE
cc_recmutex_internal_field_lock();
#endif // COIN_THREADSAFE
this->evaluateWrapper();
#ifdef COIN_THREADSAFE
cc_recmutex_internal_field_unlock();
#endif // COIN_THREADSAFE
// SoBase destroy().
inherited::destroy();
#if COIN_DEBUG && 0 // debug
SoDebugError::postInfo("SoEngine::destroy", "done -- '%s' (%s)",
n.getString(),
t.getName().getString());
#endif // debug
}
// Doc from superclass.
void
SoEngine::initClass(void)
{
SoEngine::classTypeId =
SoType::createType(SoFieldContainer::getClassTypeId(), SbName("Engine"));
SoEngine::initClasses();
}
/*!
Initializes all engines. Automatically called from
SoEngine::initClass() upon initialization of Coin.
*/
void
SoEngine::initClasses(void)
{
SoNodeEngine::initClass();
SoBoolOperation::initClass();
SoCalculator::initClass();
SoComposeVec2f::initClass();
SoComposeVec3f::initClass();
SoComposeVec4f::initClass();
SoDecomposeVec2f::initClass();
SoDecomposeVec3f::initClass();
SoDecomposeVec4f::initClass();
SoComposeRotation::initClass();
SoComposeRotationFromTo::initClass();
SoDecomposeRotation::initClass();
SoComposeMatrix::initClass();
SoDecomposeMatrix::initClass();
SoComputeBoundingBox::initClass();
SoConcatenate::initClass();
SoCounter::initClass();
SoElapsedTime::initClass();
SoFieldConverter::initClass();
SoGate::initClass();
SoInterpolate::initClass();
SoInterpolateFloat::initClass();
SoInterpolateRotation::initClass();
SoInterpolateVec2f::initClass();
SoInterpolateVec3f::initClass();
SoInterpolateVec4f::initClass();
SoOnOff::initClass();
SoOneShot::initClass();
SoSelectOne::initClass();
SoTimeCounter::initClass();
SoTransformVec3f::initClass();
SoTriggerAny::initClass();
SoTexture2Convert::initClass();
SoHeightMapToNormalMap::initClass();
}
// Documented in superclass.
SoType
SoEngine::getClassTypeId(void)
{
return SoEngine::classTypeId;
}
/*!
Adds all outputs to list. Returns the number of outputs added to the
list.
*/
int
SoEngine::getOutputs(SoEngineOutputList & l) const
{
const SoEngineOutputData * outputs = this->getOutputData();
if (outputs == NULL) return 0;
int n = outputs->getNumOutputs();
for (int i = 0; i < n; i++) {
l.append(outputs->getOutput(this, i));
}
return n;
}
/*!
Returns the output with name \a outputname, or \c NULL if no such
output exists.
*/
SoEngineOutput *
SoEngine::getOutput(const SbName & outputname) const
{
const SoEngineOutputData * outputs = this->getOutputData();
if (outputs == NULL) return NULL;
int n = outputs->getNumOutputs();
for (int i = 0; i < n; i++) {
if (outputs->getOutputName(i) == outputname)
return outputs->getOutput(this, i);
}
return NULL;
}
/*!
Sets \outputname to the name of \a output. Returns \c FALSE if no
such output is contained within the engine instance.
*/
SbBool
SoEngine::getOutputName(const SoEngineOutput * output,
SbName & outputname) const
{
const SoEngineOutputData * outputs = this->getOutputData();
if (outputs == NULL) return FALSE;
int n = outputs->getNumOutputs();
for (int i = 0; i < n; i++) {
if (outputs->getOutput(this, i) == output) {
outputname = outputs->getOutputName(i);
return TRUE;
}
}
return FALSE;
}
/*!
Returns the engine named \a name, or \c NULL if no such engine
exists. If several engines have been registered under the same
name, returns the \e last one which was registered.
*/
SoEngine *
SoEngine::getByName(const SbName & name)
{
return static_cast<SoEngine *>(SoBase::getNamedBase(name, SoEngine::getClassTypeId()));
}
/*!
Finds all engines named \a name. Returns the number of engines added
to the \a el list.
*/
int
SoEngine::getByName(const SbName & name, SoEngineList & el)
{
return SoBase::getNamedBases(name, el, SoEngine::getClassTypeId());
}
/*!
Called when an input is changed. The default method does nothing,
but subclasses may override this method to do The Right Thing
when a specific field is changed.
*/
void
SoEngine::inputChanged(SoField * COIN_UNUSED_ARG(which))
{
}
// doc in parent
void
SoEngine::notify(SoNotList * nl)
{
#if COIN_DEBUG && 0 // debug
SoDebugError::postInfo("SoEngine::notify", "%p - %s, start",
this, this->getTypeId().getName().getString());
#endif // debug
// Avoid recursive notification calls.
if (this->isNotifying()) return;
this->flags |= FLAG_ISNOTIFYING;
// The notification invocation could stem from a value change in
// whatever this engine is connected to, so we need to be evaluated
// on the next attempted read on our output(s).
this->flags |= FLAG_ISDIRTY;
// Call inputChanged() only if we're being notified through one of
// the engine's fields (lastrec == CONTAINER, set in
// SoField::notify()).
SoNotRec * lastrec = nl->getLastRec();
if (lastrec && lastrec->getType() == SoNotRec::CONTAINER) {
// Let engine know that a field changed, so we can recalculate
// internal variables, if necessary.
this->inputChanged(nl->getLastField());
}
// add ourself to the notification list
SoNotRec rec(this);
rec.setType(SoNotRec::ENGINE);
nl->append(&rec);
// Notify the slave fields connected to our engine outputs.
const SoEngineOutputData * outputs = this->getOutputData();
int numoutputs = outputs->getNumOutputs();
for (int i = 0; i < numoutputs; i++)
outputs->getOutput(this, i)->touchSlaves(nl, this->isNotifyEnabled());
this->flags &= ~FLAG_ISNOTIFYING;
#if COIN_DEBUG && 0 // debug
SoDebugError::postInfo("SoEngine::notify", "%p - %s, done",
this, this->getTypeId().getName().getString());
#endif // debug
}
/*!
Triggers an engine evaluation.
*/
void
SoEngine::evaluateWrapper(void)
{
const SoEngineOutputData * outputs = this->getOutputData();
// For the engines which dynamically allocates input fields and
// outputs [*], they can be destructed before there's any
// SoEngineOutputData set up -- for instance upon an error on
// import. So we need to check for a NULL value here.
//
// [*] (So far, that is: SoGate, SoConcatenate, SoSelectOne,
// SoConvertAll.)
if (!outputs) { return; }
if(!(this->flags & FLAG_ISDIRTY)) { return; }
this->flags &= ~FLAG_ISDIRTY;
int i, n = outputs->getNumOutputs();
for (i = 0; i < n; i++) {
outputs->getOutput(this, i)->prepareToWrite();
}
this->evaluate();
for (i = 0; i < n; i++) {
outputs->getOutput(this, i)->doneWriting();
}
}
/*!
Returns the SoFieldData class which holds information about inputs
in this engine.
*/
const SoFieldData **
SoEngine::getInputDataPtr(void)
{
return NULL; // base class has no output
}
/*!
Returns the SoEngineOutputData class which holds information about
the outputs in this engine.
*/
const SoEngineOutputData **
SoEngine::getOutputDataPtr(void)
{
return NULL; // base class has no input
}
// Documented in superclass.
SbBool
SoEngine::readInstance(SoInput * in, unsigned short flagsarg)
{
// FIXME: I believe there's code missing here for reading
// SoUnknownEngine instances. 20000919 mortene.
flagsarg |= SoBase::IS_ENGINE;
return inherited::readInstance(in, flagsarg);
}
// Documented in superclass.
void
SoEngine::writeInstance(SoOutput * out)
{
if (this->writeHeader(out, FALSE, TRUE)) return;
inherited::writeInstance(out);
this->writeFooter(out);
}
/*!
Writes the types of engine outputs for extension engines
(i.e. engines not built in to Coin).
*/
void
SoEngine::writeOutputTypes(SoOutput * COIN_UNUSED_ARG(out))
{
COIN_STUB();
}
/*!
Make a duplicate of this engine and return a pointer to the
duplicate.
Connections are shallow copied, ie the node or engine instance at
the other end of the connection is \e not cloned. We just let the
connection reference from the cloned engine refer to the same
instance as the engine we've cloned ourselves from.
Note that this is \e not the function the application programmer
should override if she needs some special behavior during a copy
operation (like copying the value of internal data not exposed as
fields). For that purpose, override the copyContents() method. Your
overridden copyContents() method should then \e both copy internal
data aswell as calling the parent superclass' copyContents() method
for automatically handling of fields and other common data.
*/
SoEngine *
SoEngine::copy(void) const
{
// This code is like a combination of SoNode::copy() and
// SoNode::addToCopyDict() (minus the children traversal -- engines
// don't have children).
SoFieldContainer::initCopyDict();
// This snippet is the same as SoNode::addToCopyDict().
SoEngine * cp = coin_assert_cast<SoEngine *>(SoFieldContainer::checkCopy(this));
if (!cp) {
cp = static_cast<SoEngine *>(this->getTypeId().createInstance());
assert(cp);
SoFieldContainer::addCopy(this, cp);
}
// ref() to make sure the copy is not destructed while copying
cp->ref();
// Call findCopy() to have copyContents() run once.
SoEngine * dummy = coin_assert_cast<SoEngine *>(SoFieldContainer::findCopy(this, TRUE));
assert(dummy == cp);
SoFieldContainer::copyDone();
// unrefNoDelete() so that we return a copy with reference count 0
cp->unrefNoDelete();
return cp;
}
// Documented in superclass.
SoFieldContainer *
SoEngine::copyThroughConnection(void) const
{
// Important note: _don't_ try to optimize by skipping the
// checkCopy() call, as we're not supposed to create copies of
// containers "outside" the part of the scene graph which is
// involved in the copy operation.
SoFieldContainer * connfc = SoFieldContainer::checkCopy(this);
// if a copy has been made, return the findCopy instance (findCopy
// will run copyContents() the first time it's called on an
// instance).
if (connfc) return SoFieldContainer::findCopy(this, TRUE);
// If we're outside the scenegraph.
if (this->shouldCopy() == FALSE)
return
const_cast<SoFieldContainer *>
(
coin_assert_cast<const SoFieldContainer *>(this)
);
// Ok, make the first copy and return its pointer.
SoEngine * cp = coin_assert_cast<SoEngine *>(SoFieldContainer::findCopy(this, TRUE));
assert(cp);
return cp;
}
/*!
Returns whether this engine should be copied or simply referenced in
a copy operation.
Engines which are not really part of the scenegraph should not be
copied.
*/
SbBool
SoEngine::shouldCopy(void) const
{
SbBool result = FALSE;
SoFieldList fl;
int nr = this->getFields(fl);
for (int i=0; i < nr; i++) {
if (fl[i]->referencesCopy()) {
result = TRUE;
break;
}
}
#if COIN_DEBUG && 0 // debug
SoDebugError::postInfo("SoEngine::shouldCopy", "%p - %s, result==%s",
this, this->getTypeId().getName().getString(),
result ? "TRUE" : "FALSE");
#endif // debug
return result;
}
/*!
Returns whether we're in a notification process. This is needed to
avoid double notification when an engine enables outputs during
inputChanged().
*/
SbBool
SoEngine::isNotifying(void) const
{
return (this->flags & FLAG_ISNOTIFYING) != 0;
}
void
SoEngine::setDirty(void)
{
this->flags |= FLAG_ISDIRTY;
}
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