SoSceneManager(3IV)

NAME
SoSceneManager — manages scene graph rendering and event handling

INHERITS FROM
SoSceneManager

SYNOPSIS
#include <Inventor/SoSceneManager.h>

typedef void
SoSceneManagerRenderCB(void *userData, SoSceneManager *mgr)

Methods from class SoSceneManager:

SoSceneManager()

~SoSceneManager()
virtual void
render(SbBool clearWindow = TRUE, SbBool clearZbuffer = TRUE)
virtual SbBool
processEvent(const SoEvent *event)
void
reinitialize()
void
scheduleRedraw()
virtual void
setSceneGraph(SoNode *newScene)
virtual SoNode *
getSceneGraph() const
void
setWindowSize(const SbVec2s &newSize)
const SbVec2s &
getWindowSize() const
void
setSize(const SbVec2s &newSize)
const SbVec2s &
getSize() const
void
setOrigin(const SbVec2s &newOrigin)
const SbVec2s &
getOrigin() const
void
setBackgroundColor(const SbColor &c)
const SbColor &
getBackgroundColor() const
void
setBackgroundIndex(int index)
int
getBackgroundIndex() const
void
setRGBMode(SbBool onOrOff)
SbBool
isRGBMode() const
virtual void
activate()
virtual void
deactivate()
void
setRenderCallback(SoSceneManagerRenderCB *f, void *userData = NULL)
SbBool
isAutoRedraw() const
void
setRedrawPriority(uint32_t priority)
uint32_t
getRedrawPriority() const
static uint32_t
getDefaultRedrawPriority()
static void
enableRealTimeUpdate(SbBool flag)
static SbBool
isRealTimeUpdateEnabled()
void
setAntialiasing(SbBool smoothing, int numPasses)
void
getAntialiasing(SbBool &smoothing, int &numPasses) const

DESCRIPTION
SoSceneManager provides Inventor rendering and event handling inside a window provided by the caller. The scene manager is able to render in only a portion of a window if desired. The SoXtRenderArea class employs a SoSceneManager, and handles most all the details for setting up a window, converting X events to Inventor events, automatically redrawing the scene when necessary, and so on. It is simplest to use a render area when rendering in an entire window. The SoSceneManager class is available for programmers not working with the Inventor Xt Component and Utility Library.

METHODS

SoSceneManager()

~SoSceneManager()
Constructor and destructor.

virtual void
render(SbBool clearWindow = TRUE, SbBool clearZbuffer = TRUE)
Apply an SoGLRenderAction to the scene graph managed here. The caller is responsible for setting up a window to render into. If clearWindow is TRUE, this clears the graphics window before rendering. If clearZbuffer is TRUE, the z buffer will be cleared before rendering.

virtual SbBool
processEvent(const SoEvent *event)
Process the passed event by applying an SoHandleEventAction to the scene graph managed here. Returns TRUE if the event was handled by a node.

void
reinitialize()
Reinitialize graphics. This should be called, for instance, when there is a new window.

void
scheduleRedraw()
Schedule a redraw for some time in the near future. If there is no render callback set, or this is not active, no redraw will be scheduled.

virtual void
setSceneGraph(SoNode *newScene)
virtual SoNode *
getSceneGraph() const
Set and get the scene graph which is managed here. This is the Inventor scene which will be traversed for rendering and event processing.

void
setWindowSize(const SbVec2s &newSize)
const SbVec2s &
getWindowSize() const
Set and get the size of the window in which the scene manager should render. This size must be set before render() and processEvent() are called.

void
setSize(const SbVec2s &newSize)
const SbVec2s &
getSize() const
void
setOrigin(const SbVec2s &newOrigin)
const SbVec2s &
getOrigin() const
Set and get the size and origin of the viewport within the window. Default is to render the entire window region. The origin (0,0) is the lower left corner of the window.

void
setBackgroundColor(const SbColor &c)
const SbColor &
getBackgroundColor() const
Set and get the window background color when in RGB mode. This is the color the scene manager viewport is cleared to when render() is called with clearWindow set to TRUE. Default is black (0,0,0).

void
setBackgroundIndex(int index)
int
getBackgroundIndex() const
Set and get the window background color when in color index mode. This is the color the scene manager viewport is cleared to when render() is called with clearWindow set to TRUE. Default is black (index 0).

void
setRGBMode(SbBool onOrOff)
SbBool
isRGBMode() const
Set and get the color mode (TRUE — RGB mode, FALSE — color map mode). Default is RGB mode. Only a subset of Inventor nodes will render correctly in color map mode. Basically, when in color index mode, lighting should be turned off (the model field of SoLightModel should be set to BASE_COLOR), and the SoColorIndex node should be used to specify colors.

virtual void
activate()
virtual void
deactivate()
Activate and deactivate the scene manager. The scene manager will only employ sensors for automatic redraw while it is active. Typically, the scene manager should be activated whenever its window is visible on the screen, and deactivated when its window is closed or iconified.

void
setRenderCallback(SoSceneManagerRenderCB *f, void *userData = NULL)
The render callback provides a mechanism for automatically redrawing the scene in response to changes in the scene graph. The scene manager employs a sensor to monitor scene graph changes. When the sensor is triggered, the render callback registered here is invoked. The callback should set up its graphics window, then call the scene manager render() method. If the callback is set to NULL (the default), auto-redraw is turned off.

SbBool
isAutoRedraw() const
Returns TRUE if there is currently a render callback registered.

void
setRedrawPriority(uint32_t priority)
uint32_t
getRedrawPriority() const
static uint32_t
getDefaultRedrawPriority()
Set and get the priority of the redraw sensor. Sensors are processed based on priority, with priority values of 0 processed immediately. The default priority for the scene manager redraw sensor is 10000.

static void
enableRealTimeUpdate(SbBool flag)
static SbBool
isRealTimeUpdateEnabled()
Enable/Disable the realTime global field update which normally happen right after a redraw.

void
setAntialiasing(SbBool smoothing, int numPasses)
void
getAntialiasing(SbBool &smoothing, int &numPasses) const
Set/get the antialiasing for rendering. There are two kinds of antialiasing available: smoothing and multipass antialiasing. If smoothing is set to TRUE, smoothing is enabled. Smoothing uses OpenGL's line- and point-smoothing features to provide cheap antialiasing of lines and points. The value of numPasses controls multipass antialiasing. Each time a render action is applied, Inventor renders the scene numPasses times from slightly different camera positions, averaging the results. numPasses can be from one to 255, inclusive. Setting numPasses to one disables multipass antialiasing. You can use either, both, or neither of these antialiasing techniques. By default, both smoothing and multipass antialiasing are disabled.

SEE ALSO
SoXtRenderArea, SoGLRenderAction, SoHandleEventAction