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NAME

       SoReorganizeAction -

       The SoReorganizeAction class reorganizes your scene graph to optimize
       traversal/rendering.

SYNOPSIS

       Inherits SoSimplifyAction.

   Public Member Functions
       SoReorganizeAction (SoSimplifier *simplifier=NULL)
       virtual ~SoReorganizeAction (void)
       SoSeparator * getSimplifiedSceneGraph (void) const
       void generateNormals (SbBool onoff)
       SbBool areNormalGenerated (void) const
       void generateTriangleStrips (SbBool onoff)
       SbBool areTriangleStripGenerated (void) const
       void generateTexCoords (SbBool onoff)
       SbBool areTexCoordsGenerated (void) const
       void generateVPNodes (SbBool onoff)
       SbBool areVPNodesGenerated (void)
       void matchIndexArrays (SbBool onoff)
       SbBool areIndexArraysMatched (void) const
       SoSimplifier * getSimplifier (void) const
       virtual void apply (SoNode *root)
       virtual void apply (SoPath *path)
       virtual void apply (const SoPathList &pathlist, SbBool
           obeysrules=FALSE)

   Static Public Member Functions
       static void initClass (void)
       static void startReport (const char *msg)
       static void finishReport (void)

   Protected Member Functions
       virtual void beginTraversal (SoNode *node)

Detailed Description

       The SoReorganizeAction class reorganizes your scene graph to optimize
       traversal/rendering.

       Note. This is work-in-progress. pederb, 2005-04-05.

       The code below is an example of a program that applies an
       SoReorganizeAction on a scene graph, converting all shapes into shapes
       that can be rendered using vertex array or VBO rendering.

         #include <Inventor/SoDB.h>
         #include <Inventor/nodes/SoSeparator.h>
         #include <Inventor/nodes/SoCoordinate3.h>
         #include <Inventor/nodes/SoCoordinate4.h>
         #include <Inventor/nodes/SoNormal.h>
         #include <Inventor/nodes/SoTextureCoordinate2.h>
         #include <Inventor/nodes/SoSeparator.h>
         #include <Inventor/actions/SoWriteAction.h>
         #include <Inventor/actions/SoSearchAction.h>
         #include <Inventor/errors/SoDebugError.h>
         #include <Inventor/nodes/SoShapeHints.h>
         #include <Inventor/SoInput.h>
         #include <Inventor/SoOutput.h>
         #include <Inventor/SoInteraction.h>
         #include <Inventor/actions/SoReorganizeAction.h>
         #include <cassert>
         #include <cstdio>

         static void strip_node(SoType type, SoNode * root)
         {
           SoSearchAction sa;
           sa.setType(type);
           sa.setSearchingAll(TRUE);
           sa.setInterest(SoSearchAction::ALL);
           sa.apply(root);

           SoPathList & pl = sa.getPaths();
           for (int i = 0; i < pl.getLength(); i++) {
             SoFullPath * p = (SoFullPath*) pl[i];
               if (p->getTail()->isOfType(type)) {
                 SoGroup * g = (SoGroup*) p->getNodeFromTail(1);
                 g->removeChild(p->getIndexFromTail(0));
               }
             }
           sa.reset();
         }

         int
         main(int argc, char ** argv )
         {
           if (argc < 3) {
             fprintf(stderr,’Usage: reorganize <infile> <outfile> [nostrip]0);
             return -1;
           }

           SbBool strip = TRUE;
           if (argc > 3) {
             if (strcmp(argv[3], ’nostrip’) == 0) strip = FALSE;
             else {
               fprintf(stderr,’Usage: reorganize <infile> <outfile> [nostrip]0);
               return -1;
             }
           }

           SoDB::init();
           SoInteraction::init();

           SoInput input;
           SbBool ok = input.openFile(argv[1]);
           if (!ok) {
             fprintf(stderr,’Unable to open file.0);
             return -1;
           }
           SoSeparator * root = SoDB::readAll(&input);

           SbBool vrml1 = input.isFileVRML1();
           SbBool vrml2 = input.isFileVRML2();

           if (vrml2) {
             fprintf(stderr,’VRML2 not supported yet0);
             return -1;
           }

           if (!root) {
             fprintf(stderr,’Unable to read file.0);
             return -1;
           }
           root->ref();

           fprintf(stderr,’Applying SoReorganizeAction...’);
           SoReorganizeAction reorg;
           reorg.apply(root);
           fprintf(stderr,’done0);

           SoOutput out;
           if (out.openFile(argv[2])) {
             if (strip) { // strip coord3, texcoord and normal nodes
               fprintf(stderr,’stripping old nodes from scene graph0);
               strip_node(SoCoordinate3::getClassTypeId(), root);
               strip_node(SoCoordinate4::getClassTypeId(), root);
               strip_node(SoNormal::getClassTypeId(), root);
               strip_node(SoTextureCoordinate2::getClassTypeId(), root);
             }
             fprintf(stderr,’writing target0);
             SoWriteAction wa(&out);
             wa.apply(root);
           }
           root->unref();
           return 0;
         } // main()

       Since:
           Coin 2.5

Constructor & Destructor Documentation

   SoReorganizeAction::~SoReorganizeAction (void) [virtual] The destructor.

Member Function Documentation

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

   void SoReorganizeAction::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 from SoSimplifyAction.

   void SoReorganizeAction::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 from SoSimplifyAction.

   virtual void SoReorganizeAction::apply (const SoPathList & pathlist, SbBool
       obeysrules = 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 from SoSimplifyAction.

   void SoReorganizeAction::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 from SoSimplifyAction.

Author

       Generated automatically by Doxygen for Coin from the source code.