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NAME

       SoAction -

       The SoAction class is the base class for all traversal 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.

SYNOPSIS

       #include <Inventor/actions/SoAction.h>

       Inherited by SoAudioRenderAction, SoCallbackAction, SoGetBoundingBoxAction,
       SoGetMatrixAction, SoGetPrimitiveCountAction, SoGLRenderAction, SoHandleEventAction,
       SoIntersectionDetectionAction, SoPickAction, SoSearchAction, SoSimplifyAction,
       SoToVRMLAction, and SoWriteAction.

   Public Types
       enum AppliedCode { NODE = 0, PATH = 1, PATH_LIST = 2 }
       enum PathCode { NO_PATH = 0, IN_PATH = 1, BELOW_PATH = 2, OFF_PATH = 3 }

   Public Member Functions
       virtual ~SoAction (void)
       virtual SoType getTypeId (void) const =0
       virtual SbBool isOfType (SoType type) const
       virtual void apply (SoNode *root)
       virtual void apply (SoPath *path)
       virtual void apply (const SoPathList &pathlist, SbBool obeysrules=FALSE)
       void apply (SoAction *beingApplied)
       virtual void invalidateState (void)
       AppliedCode getWhatAppliedTo (void) const
       SoNode * getNodeAppliedTo (void) const
       SoPath * getPathAppliedTo (void) const
       const SoPathList * getPathListAppliedTo (void) const
       const SoPathList * getOriginalPathListAppliedTo (void) const
       SbBool isLastPathListAppliedTo (void) const
       PathCode getPathCode (int &numindices, const int *&indices)
       void traverse (SoNode *const node)
       SbBool hasTerminated (void) const
       const SoPath * getCurPath (void)
       SoState * getState (void) const
       PathCode getCurPathCode (void) const
       virtual SoNode * getCurPathTail (void)
       void usePathCode (int &numindices, const int *&indices)
       void pushCurPath (const int childindex, SoNode *node=NULL)
       void popCurPath (const PathCode prevpathcode)
       void pushCurPath (void)
       void popPushCurPath (const int childindex, SoNode *node=NULL)
       void popCurPath (void)
       void switchToPathTraversal (SoPath *path)
       void switchToNodeTraversal (SoNode *node)

   Static Public Member Functions
       static void initClass (void)
       static void initClasses (void)
       static SoType getClassTypeId (void)
       static void nullAction (SoAction *action, SoNode *node)

   Protected Member Functions
       SoAction (void)
       virtual void beginTraversal (SoNode *node)
       virtual void endTraversal (SoNode *node)
       void setTerminated (const SbBool flag)
       virtual const
           SoEnabledElementsList & getEnabledElements (void) const "
       virtual SbBool shouldCompactPathList (void) const

   Static Protected Member Functions
       static SoEnabledElementsList * getClassEnabledElements (void)
       static SoActionMethodList * getClassActionMethods (void)

   Protected Attributes
       SoState * state
       SoActionMethodList * traversalMethods

Detailed Description

       The SoAction class is the base class for all traversal 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:

       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;
       }

       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.

       For extending the Coin library with your own classes, we strongly recommend that you make
       yourself acquainted with the excellent «The Inventor Toolmaker» book (ISBN 0-201-62493-1),
       which describes the tasks involved in detail. This book was written by the original SGI
       Inventor designers and explains many of the underlying design ideas, aswell as having lots
       of hands-on examples on how to extend the Coin toolkit in ways that are true to the
       fundamental design ideas. («The Inventor Toolmaker» is also available at SGI's online
       library, at no cost. See Download The Inventor Toolmaker.) Reading the sourcecode of the
       built-in classes in Coin should also provide very helpful.

       The following example shows the basic outline on how to set up your own extension action
       class:

       // 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>

       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;
       };

       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) 0, n, mwa->nrnodes, mwa->totalnrnodes);
           out->write(s.getString());
         }
       }

       int
       main(int argc, char ** argv)
       {
         if (argc < 2) {
           (void)fprintf(stderr, "0sage: %s <filename>0, 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;
       }

Member Enumeration Documentation

   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.

Constructor & Destructor Documentation

   SoAction::~SoAction (void) [virtual]
       Destructor, free resources.

   SoAction::SoAction (void) [protected]
       Default constructor, does all necessary toplevel initialization.

Member Function Documentation

   void SoAction::initClass (void) [static]
       Initializes the run-time type system for this class, and sets up the enabled elements and
       action method list.

   void SoAction::initClasses (void) [static]
       Initialize all the SoAction subclasses. Automatically called from SoAction::initClass().

   SoType SoAction::getClassTypeId (void) [static]
       Returns the run-time type object associated with instances of this class.

   SoType SoAction::getTypeId (void) const [pure virtual]
       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:

       void bar(SoAction * action)
       {
         if (action->getTypeId() == SoGLRenderAction::getClassTypeId()) {
           // safe downward cast, know the type
           SoGLRenderAction * glrender = (SoGLRenderAction *)action;
         }
         return; // ignore if not renderaction
       }

       For application programmers wanting to extend the library with new actions: this method
       needs to be overridden in 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.

       Returns the actual type id of an object derived from a class inheriting SoAction. Needs to
       be overridden in all subclasses.

       Implemented in SoCallbackAction, SoIntersectionDetectionAction, SoGLRenderAction,
       SoRayPickAction, SoGetMatrixAction, SoHandleEventAction, SoGetBoundingBoxAction,
       SoGlobalSimplifyAction, SoShapeSimplifyAction, SoGetPrimitiveCountAction, SoSearchAction,
       SoPickAction, SoAudioRenderAction, SoReorganizeAction, SoWriteAction,
       SoBoxHighlightRenderAction, SoLineHighlightRenderAction, SoSimplifyAction, SoToVRMLAction,
       and SoToVRML2Action.

   SbBool SoAction::isOfType (SoTypetype) const [virtual]
       Returns TRUE if the type of this object is either of the same type or a subclass of type.

   void SoAction::apply (SoNode *root) [virtual]
       Applies the action to the scene graph rooted at root.

       Note that you should not apply an action to a node with a zero reference count. The
       behavior in that case is undefined.

       Reimplemented in SoIntersectionDetectionAction, SoReorganizeAction,
       SoBoxHighlightRenderAction, SoLineHighlightRenderAction, SoSimplifyAction, SoToVRMLAction,
       and SoToVRML2Action.

   void SoAction::apply (SoPath *path) [virtual]
       Applies the action to the parts of the graph defined by 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 path ends in an SoGroup node, the action will also traverse the tail node's
       children.

       Reimplemented in SoIntersectionDetectionAction, SoReorganizeAction,
       SoBoxHighlightRenderAction, SoLineHighlightRenderAction, SoSimplifyAction, SoToVRMLAction,
       and SoToVRML2Action.

   void SoAction::apply (const SoPathList &pathlist, SbBoolobeysrules = FALSE) [virtual]
       Applies action to the graphs defined by pathlist. If obeysrules is set to TRUE, 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.

       See Also:
           SoAction::apply(SoPath * path)

       Reimplemented in SoIntersectionDetectionAction, SoReorganizeAction,
       SoBoxHighlightRenderAction, SoLineHighlightRenderAction, SoSimplifyAction, SoToVRMLAction,
       and SoToVRML2Action.

   void SoAction::apply (SoAction *beingApplied)
       Applies this action object to the same as beingApplied is being applied to.

       This function is an extension for Coin, and it is not available in the original SGI Open
       Inventor v2.1 API.

       Since:
           Coin 2.1

   void SoAction::invalidateState (void) [virtual]
       Invalidates the state, forcing it to be recreated at the next apply() invocation.

       Reimplemented in SoGLRenderAction.

   void SoAction::nullAction (SoAction *action, SoNode *node) [static]
       This method is used for filling up the lookup tables with void methods.

   SoAction::AppliedCode SoAction::getWhatAppliedTo (void) const
       Returns a code indicating what (node, path, or pathlist) the action instance is being
       applied to.

   SoNode * SoAction::getNodeAppliedTo (void) const
       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
       NULL.

   SoPath * SoAction::getPathAppliedTo (void) const
       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
       NULL.

   const SoPathList * SoAction::getPathListAppliedTo (void) const
       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
       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.

       See Also:
           void SoAction::apply(const SoPathList &, SbBool)

   const SoPathList * SoAction::getOriginalPathListAppliedTo (void) const
       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 NULL.

   SbBool SoAction::isLastPathListAppliedTo (void) const
       This method is not supported in Coin. It should probably have been private in OIV.

   SoAction::PathCode SoAction::getPathCode (int &numindices, const int *&indices)
       Returns a code that indicates where the current node lies with respect to the path(s) the
       action is being applied to. The arguments indices and numindices are only set if the
       method returns IN_PATH.

   void SoAction::traverse (SoNode *constnode)
       Traverses a scene graph rooted at node, invoking the action methods of the nodes in the
       graph.

   SbBool SoAction::hasTerminated (void) const
       Returns TRUE if the action was prematurely terminated.

       Note that the termination flag will be 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.

       See Also:
           setTerminated()

   const SoPath * SoAction::getCurPath (void)
       Returns a pointer to the path generated during traversal, from the root of the traversed
       graph to the current node.

   SoState * SoAction::getState (void) const
       Returns a pointer to the state of the action instance. The state contains the current set
       of elements used during traversal.

   SoAction::PathCode SoAction::getCurPathCode (void) const [inline]
       Returns the current traversal path code.

   SoNode * SoAction::getCurPathTail (void) [virtual]
       This API member is considered internal to the library, as it is not likely to be of
       interest to the application programmer.

       Reimplemented in SoCallbackAction.

   void SoAction::usePathCode (int &numindices, const int *&indices)
       This API member is considered internal to the library, as it is not likely to be of
       interest to the application programmer.

   void SoAction::pushCurPath (const intchildindex, SoNode *node = NULL)
       Get ready to traverse the 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::popCurPath (const PathCodeprevpathcode)
       Pops the current path, and sets the path code to prevpathcode.

       This method is very internal. Do not use unless you know what you're doing.

   void SoAction::pushCurPath (void)
       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::popPushCurPath (const intchildindex, SoNode *node = NULL)
       Get ready to traverse the 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::popCurPath (void)
       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::switchToPathTraversal (SoPath *path)
       Store our state, traverse the given path, restore our state and continue traversal.

   void SoAction::switchToNodeTraversal (SoNode *node)
       Store our state, traverse the subgraph rooted at the given node, restore our state and
       continue traversal.

   void SoAction::beginTraversal (SoNode *node) [protected],  [virtual]
       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.

       Reimplemented in SoCallbackAction, SoGLRenderAction, SoRayPickAction,
       SoGetBoundingBoxAction, SoGetPrimitiveCountAction, SoSearchAction, SoToVRMLAction,
       SoReorganizeAction, SoHandleEventAction, SoToVRML2Action, SoGetMatrixAction, SoPickAction,
       SoWriteAction, SoAudioRenderAction, SoGlobalSimplifyAction, SoShapeSimplifyAction, and
       SoSimplifyAction.

   void SoAction::endTraversal (SoNode *node) [protected],  [virtual]
       This virtual method can be overridden to execute code after the scene graph traversal.
       Default method does nothing.

       Reimplemented in SoGLRenderAction.

   void SoAction::setTerminated (const SbBoolflag) [protected]
       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.

       See Also:
           hasTerminated()

   const SoEnabledElementsList & SoAction::getEnabledElements (void) const [protected],
       [virtual]
       Returns a list of the elements used by action instances of this class upon traversal
       operations.

       Reimplemented in SoCallbackAction, SoIntersectionDetectionAction, SoGLRenderAction,
       SoRayPickAction, SoGetMatrixAction, SoHandleEventAction, SoGetBoundingBoxAction,
       SoGlobalSimplifyAction, SoShapeSimplifyAction, SoGetPrimitiveCountAction, SoSearchAction,
       SoPickAction, SoAudioRenderAction, SoReorganizeAction, SoWriteAction,
       SoBoxHighlightRenderAction, SoLineHighlightRenderAction, SoSimplifyAction, SoToVRMLAction,
       and SoToVRML2Action.

   SbBool SoAction::shouldCompactPathList (void) const [protected],  [virtual]
       This API member is considered internal to the library, as it is not likely to be of
       interest to the application programmer.

   SoEnabledElementsList * SoAction::getClassEnabledElements (void) [static],  [protected]
       This API member is considered internal to the library, as it is not likely to be of
       interest to the application programmer.

       This method not available in the original OIV API, see SoSubAction.h for explanation.

   SoActionMethodList * SoAction::getClassActionMethods (void) [static],  [protected]
       This API member is considered internal to the library, as it is not likely to be of
       interest to the application programmer.

       This method not available in the original OIV API, see SoSubAction.h for explanation.

Member Data Documentation

   SoAction::state [protected]
       Pointer to the traversal state instance of the action.

   SoAction::traversalMethods [protected]
       Stores the list of 'nodetype to actionmethod' mappings for the particular action instance.

Author

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