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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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Version 4.0.0a Wed Feb 26 2014 SoVRMLScript(3)