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SoEngine(3IV)()						       SoEngine(3IV)()

       SoEngine	-- base	class for all engines

       SoBase >	SoFieldContainer > SoEngine

       #include	<Inventor/engines/SoEngine.h>

	  Methods from class SoEngine:

     static SoType	 getClassTypeId()
     virtual int	 getOutputs(SoEngineOutputList &list) const
     SoEngineOutput *	 getOutput(const SbName	&outputName) const
     SbBool		 getOutputName(const  SoEngineOutput  *output,	SbName
			      &outputName) const
     SoEngine *		 copy()	const
     static SoEngine *	 getByName(const SbName	&name)
     static int		 getByName(const SbName	&name, SoEngineList &list)

	  Methods from class SoFieldContainer:

     void		 setToDefaults()
     SbBool		 hasDefaultValues() const
     SbBool		 fieldsAreEqual(const SoFieldContainer *fc) const
     void		 copyFieldValues(const	SoFieldContainer  *fc,	SbBool
			      copyConnections =	FALSE)
     SbBool		 set(const char	*fieldDataString)
     void		 get(SbString &fieldDataString)
     virtual int	 getFields(SoFieldList &resultList) const
     virtual SoField *	 getField(const	SbName &fieldName) const
     SbBool		 getFieldName(const SoField *field, SbName &fieldName)
     SbBool		 isNotifyEnabled() const
     SbBool		 enableNotify(SbBool flag)

	  Methods from class SoBase:

     void		 ref()
     void		 unref() const
     void		 unrefNoDelete() const
     void		 touch()
     virtual SoType	 getTypeId() const
     SbBool		 isOfType(SoType type) const
     virtual void	 setName(const SbName &name)
     virtual SbName	 getName() const

       SoEngine	is the abstract	base class for all engines.  Engines  are  ob-
       jects  used  for	 animation  and	behavior. They are lightweight objects
       that are	connected between nodes, the clock, and	other engines to  form
       interesting behaviorial objects (e.g., a	spinning windmill).

       Engines	are  used  to animate parts of a scene and/or to constrain one
       part of a scene in relation to some other part of the scene. An	engine
       receives	a number of input values, performs some	operation on them, and
       then copies the results into one	or more	output fields. Both the	inputs
       and  the	 outputs  can  be  connected to	other fields or	engines	in the
       scene graph.  When an engine's output values change, those  new	values
       are sent	to any fields or engines connected to them.

     static SoType	 getClassTypeId()
	  Returns the type identifier for the SoEngine class.

     virtual int	 getOutputs(SoEngineOutputList &list) const
	  Returns  a  list of outputs in this engine. Use getOutputName	to get
	  the names of the outputs, and	use  SoEngineOutput::getConnectionType
	  to determine their types.

     SoEngineOutput *	 getOutput(const SbName	&outputName) const
	  Returns  a  pointer  to the engine output with the given name. If no
	  such output exists, NULL is returned.

     SbBool		 getOutputName(const  SoEngineOutput  *output,	SbName
			      &outputName) const
	  Returns  (in outputName) the name of the engine output (output). Re-
	  turns	FALSE if the engine output is not contained within the	engine

     SoEngine *		 copy()	const
	  Creates  and returns an exact	copy of	the engine. All	connections to
	  inputs are copied as is (without copying what's at the other end).

     static SoEngine *	 getByName(const SbName	&name)
     static int		 getByName(const SbName	&name, SoEngineList &list)
	  Look up engine(s) by name.

       This is an abstract class. See the reference page of  a	derived	 class
       for the format and default values.

       SoBoolOperation,	 SoCalculator, SoComposeMatrix,	SoComposeRotation, So-
       ComposeRotationFromTo, SoComposeVec2f, SoComposeVec3f,  SoComposeVec4f,
       SoComputeBoundingBox,   SoConcatenate,	SoCounter,  SoDecomposeMatrix,
       SoDecomposeRotation,  SoDecomposeVec2f,	SoDecomposeVec3f,   SoDecompo-
       seVec4f,	SoElapsedTime, SoGate, SoInterpolate, SoOnOff, SoOneShot, SoS-
       electOne, SoTimeCounter,	SoTransformVec3f, SoTriggerAny



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