trusty (3) SoVRMLScript.3.gz

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NAME

       SoVRMLScript -

       The SoVRMLScript class is used to control the scene using scripts.

       The detailed class documentation is taken verbatim from the VRML97 standard (ISO/IEC 14772-1:1997). It is
       copyright The Web3D Consortium, and is used by permission of the Consortium:

SYNOPSIS

       #include <Inventor/VRMLnodes/SoVRMLScript.h>

       Inherits SoNode.

   Public Member Functions
       virtual SoType getTypeId (void) const
           Returns the type identification of an object derived from a class inheriting SoBase. This is used for
           run-time type checking and 'downward' casting.
       virtual void doAction (SoAction *action)
       virtual void callback (SoCallbackAction *action)
       virtual void GLRender (SoGLRenderAction *action)
       virtual void getBoundingBox (SoGetBoundingBoxAction *action)
       virtual void pick (SoPickAction *action)
       virtual void handleEvent (SoHandleEventAction *action)
       virtual void write (SoWriteAction *action)

   Static Public Member Functions
       static void initClass (void)
       static SoType getClassTypeId (void)
       static void setScriptEvaluateCB (SoVRMLScriptEvaluateCB *cb, void *closure)

   Public Attributes
       SoMFString url
       SoSFBool directOutput
       SoSFBool mustEvaluate

   Protected Member Functions
       virtual void copyContents (const SoFieldContainer *from, SbBool copyconn)
       virtual void notify (SoNotList *list)

   Additional Inherited Members

Detailed Description

       The SoVRMLScript class is used to control the scene using scripts.

       The detailed class documentation is taken verbatim from the VRML97 standard (ISO/IEC 14772-1:1997). It is
       copyright The Web3D Consortium, and is used by permission of the Consortium:

       Script {
         exposedField MFString url           []
         field        SFBool   directOutput  FALSE
         field        SFBool   mustEvaluate  FALSE
         # And any number of:
         eventIn      eventType eventName
         field        fieldType fieldName initialValue
         eventOut     eventType eventName
       }

       The Script node is used to program behaviour in a scene. Script nodes typically

       • signify a change or user action;

       • receive events from other nodes;

       • contain a program module that performs some computation;

       • effect change somewhere else in the scene by sending events.

       Each Script node has associated programming language code, referenced by the url field, that is executed
       to carry out the Script node's function. That code is referred to as the 'script' in the rest of this
       description. Details on the url field can be found in 4.5, VRML and the World Wide Web
       (http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#4.5).

       Browsers are not required to support any specific language. Detailed information on scripting languages
       is described in 4.12, Scripting (http://www.web3d.org/x3d/specifications/vrml/ISO-
       IEC-14772-VRML97/part1/concepts.html#4.12).

       Browsers supporting a scripting language for which a language binding is specified shall adhere to that
       language binding. Sometime before a script receives the first event it shall be initialized (any
       language-dependent or user-defined initialize() is performed).

       The script is able to receive and process events that are sent to it. Each event that can be received
       shall be declared in the Script node using the same syntax as is used in a prototype definition:

       eventIn type name

       The type can be any of the standard VRML fields (as defined in 5, Field and event reference). Name shall
       be an identifier that is unique for this Script node.

       The Script node is able to generate events in response to the incoming events. Each event that may be
       generated shall be declared in the Script node using the following syntax:

       eventOut type name

       With the exception of the url field, exposedFields are not allowed in Script nodes.

       If the Script node's mustEvaluate field is FALSE, the browser may delay sending input events to the
       script until its outputs are needed by the browser. If the mustEvaluate field is TRUE, the browser shall
       send input events to the script as soon as possible, regardless of whether the outputs are needed. The
       mustEvaluate field shall be set to TRUE only if the Script node has effects that are not known to the
       browser (such as sending information across the network). Otherwise, poor performance may result.

       Once the script has access to a VRML node (via an SoSFNode or SoMFNode value either in one of the Script
       node's fields or passed in as an eventIn), the script is able to read the contents of that node's exposed
       fields.

       If the Script node's directOutput field is TRUE, the script may also send events directly to any node to
       which it has access, and may dynamically establish or break routes.

       If directOutput is FALSE (the default), the script may only affect the rest of the world via events sent
       through its eventOuts. The results are undefined if directOutput is FALSE and the script sends events
       directly to a node to which it has access.

       A script is able to communicate directly with the VRML browser to get information such as the current
       time and the current world URL. This is strictly defined by the API for the specific scripting language
       being used. The location of the Script node in the scene graph has no affect on its operation. For
       example, if a parent of a Script node is a Switch node with whichChoice set to '-1' (i.e., ignore its
       children), the Script node continues to operate as specified (i.e., it receives and sends events).

Member Function Documentation

   SoType SoVRMLScript::getTypeId (void) const [virtual]
       Returns the type identification of an object derived from a class inheriting SoBase. This is used for
       run-time type checking and 'downward' casting. Usage example:

       void foo(SoNode * node)
       {
         if (node->getTypeId() == SoFile::getClassTypeId()) {
           SoFile * filenode = (SoFile *)node;  // safe downward cast, knows the type
         }
       }

       For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or
       others: 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 for instance Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and
       SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on.

       For more information on writing Coin extensions, see the class documentation of the toplevel superclasses
       for the various class groups.

       Implements SoBase.

   void SoVRMLScript::doAction (SoAction *action) [virtual]
       This function performs the typical operation of a node for any action.

       Reimplemented from SoNode.

   void SoVRMLScript::callback (SoCallbackAction *action) [virtual]
       Action method for SoCallbackAction.

       Simply updates the state according to how the node behaves for the render action, so the application
       programmer can use the SoCallbackAction for extracting information about the scene graph.

       Reimplemented from SoNode.

   void SoVRMLScript::GLRender (SoGLRenderAction *action) [virtual]
       Action method for the SoGLRenderAction.

       This is called during rendering traversals. Nodes influencing the rendering state in any way or who wants
       to throw geometry primitives at OpenGL overrides this method.

       Reimplemented from SoNode.

   void SoVRMLScript::getBoundingBox (SoGetBoundingBoxAction *action) [virtual]
       Action method for the SoGetBoundingBoxAction.

       Calculates bounding box and center coordinates for node and modifies the values of the action to
       encompass the bounding box for this node and to shift the center point for the scene more towards the one
       for this node.

       Nodes influencing how geometry nodes calculates their bounding box also overrides this method to change
       the relevant state variables.

       Reimplemented from SoNode.

   void SoVRMLScript::pick (SoPickAction *action) [virtual]
       Action method for SoPickAction.

       Does common processing for SoPickAction action instances.

       Reimplemented from SoNode.

   void SoVRMLScript::handleEvent (SoHandleEventAction *action) [virtual]
       Action method for SoHandleEventAction.

       Inspects the event data from action, and processes it if it is something which this node should react to.

       Nodes influencing relevant state variables for how event handling is done also overrides this method.

       Reimplemented from SoNode.

   void SoVRMLScript::write (SoWriteAction *action) [virtual]
       Action method for SoWriteAction.

       Writes out a node object, and any connected nodes, engines etc, if necessary.

       Reimplemented from SoNode.

   void SoVRMLScript::setScriptEvaluateCB (SoVRMLScriptEvaluateCB *cb, void *closure) [static]
       Sets the callback that will be called when the script needs to be evaluated.

   void SoVRMLScript::copyContents (const SoFieldContainer *from, SbBoolcopyconnections) [protected],  [virtual]
       Makes a deep copy of all data of from into this instance, except external scenegraph references if
       copyconnections is FALSE.

       This is the method that should be overridden by extension node / engine / dragger / whatever subclasses
       which needs to account for internal data that are not handled automatically.

       For copying nodes from application code, you should not invoke this function directly, but rather call
       the SoNode::copy() function:

       SoNode * mynewnode = templatenode->copy();

       The same also goes for engines.

       Make sure that when you override the copyContents() method in your extension class that you also make it
       call upwards to it's parent superclass in the inheritance hierarchy, as copyContents() in for instance
       SoNode and SoFieldContainer does important work. It should go something like this:

       void
       MyCoinExtensionNode::copyContents(const SoFieldContainer * from,
                                         SbBool copyconnections)
       {
         // let parent superclasses do their thing (copy fields, copy
         // instance name, etc etc)
         SoNode::copyContents(from, copyconnections);

         // [..then copy internal data..]
       }

       Reimplemented from SoNode.

   void SoVRMLScript::notify (SoNotList *l) [protected],  [virtual]
       Notifies all auditors for this instance when changes are made.

       Reimplemented from SoNode.

Author

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