#include <Inventor/nodes/SoCallback.h>
Inheritance diagram for SoCallback::
Public Methods | |
SoCallback (void) | |
void | setCallback (SoCallbackCB *function, void *userdata=NULL) |
virtual void | doAction (SoAction *action) |
virtual void | callback (SoCallbackAction *action) |
virtual void | GLRender (SoGLRenderAction *action) |
virtual void | getBoundingBox (SoGetBoundingBoxAction *action) |
virtual void | getMatrix (SoGetMatrixAction *action) |
virtual void | handleEvent (SoHandleEventAction *action) |
virtual void | pick (SoPickAction *action) |
virtual void | search (SoSearchAction *action) |
virtual void | write (SoWriteAction *action) |
virtual void | getPrimitiveCount (SoGetPrimitiveCountAction *action) |
Static Public Methods | |
void | initClass (void) |
Protected Methods | |
virtual | ~SoCallback () |
virtual void | copyContents (const SoFieldContainer *from, SbBool copyconnections) |
By inserting SoCallback nodes in a scene graph, the application programmer can set up functions to be executed at certain points in the traversal.
The callback function will be executed during traversal of any action, so check the type of the action argument of the callback function if you only want to run your code at specific actions.
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Constructor. |
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Destructor. |
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Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. Reimplemented from SoNode. |
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Set up the function to call at traversal of this node. userdata will be passed back as the first argument of the callback function. If you want a callback only for a specific action, you must (in your callback function) remember to check which action invoked the callback, for instance like this:
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This function performs the typical operation of a node for any action. Reimplemented from SoNode. |
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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. |
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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. |
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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. |
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Action method for SoGetMatrixAction. Updates action by accumulating with the transformation matrix of this node (if any). Reimplemented from SoNode. |
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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. |
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Action method for SoPickAction. Does common processing for SoPickAction action instances. Reimplemented from SoNode. |
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Action method for SoSearchAction. Compares the search criteria from the action to see if this node is a match. Searching is done by matching up all criteria set up in the SoSearchAction -- if any of the requested criteria is a miss, the search is not deemed successful for the node.
Reimplemented from SoNode. |
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Action method for SoWriteAction. Writes out a node object, and any connected nodes, engines etc, if necessary. Reimplemented from SoNode. |
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Action method for the SoGetPrimitiveCountAction. Calculates the number of triangle, line segment and point primitives for the node and adds these to the counters of the action. Nodes influencing how geometry nodes calculates their primitive count also overrides this method to change the relevant state variables. Reimplemented from SoNode. |
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Makes a deep copy of all data of from into this instance, except external scenegraph references if copyconnections is This is the method that should be overridden by subclasses which needs to account for internal data that are not handled automatically. 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. |