.TH "coin_actions" 3 "Fri Sep 6 2024 15:32:06" "Version 4.0.3" "Coin" \" -*- nroff -*- .ad l .nh .SH NAME coin_actions \- Action Classes .PP \- Actions are objects that traverse a scene graph to drive some scene-related process\&. .SH SYNOPSIS .br .PP .SS "Classes" .in +1c .ti -1c .RI "class \fBSoAction\fP" .br .RI "The \fBSoAction\fP class is the base class for all traversal actions\&. " .ti -1c .RI "class \fBSoBoxHighlightRenderAction\fP" .br .RI "The \fBSoBoxHighlightRenderAction\fP class renders the scene with highlighted boxes around selections\&. " .ti -1c .RI "class \fBSoCallbackAction\fP" .br .RI "The \fBSoCallbackAction\fP class invokes callbacks at specific nodes\&. " .ti -1c .RI "class \fBSoGLRenderAction\fP" .br .RI "The \fBSoGLRenderAction\fP class renders the scene graph with OpenGL calls\&. " .ti -1c .RI "class \fBSoGetBoundingBoxAction\fP" .br .RI "The \fBSoGetBoundingBoxAction\fP class calculates bounding boxes for nodes and subgraphs\&. " .ti -1c .RI "class \fBSoGetMatrixAction\fP" .br .RI "The \fBSoGetMatrixAction\fP class is an action for accumulating the transformation matrix of a subgraph\&. " .ti -1c .RI "class \fBSoGetPrimitiveCountAction\fP" .br .RI "The \fBSoGetPrimitiveCountAction\fP class counts the primitives in a scene\&. " .ti -1c .RI "class \fBSoHandleEventAction\fP" .br .RI "The \fBSoHandleEventAction\fP class distributes user events to the scene\&. " .ti -1c .RI "class \fBSoLineHighlightRenderAction\fP" .br .RI "The \fBSoLineHighlightRenderAction\fP class renders selections with line highlighting\&. " .ti -1c .RI "class \fBSoPickAction\fP" .br .RI "The \fBSoPickAction\fP class is the base class for picking actions\&. " .ti -1c .RI "class \fBSoRayPickAction\fP" .br .RI "The \fBSoRayPickAction\fP class does ray intersection with scene graphs\&. " .ti -1c .RI "class \fBSoReorganizeAction\fP" .br .RI "The \fBSoReorganizeAction\fP class reorganizes your scene graph to optimize traversal/rendering\&. " .ti -1c .RI "class \fBSoSearchAction\fP" .br .RI "The \fBSoSearchAction\fP class provides methods for searching through scene graphs\&. " .ti -1c .RI "class \fBSoToVRMLAction\fP" .br .RI "The \fBSoToVRMLAction\fP class builds a new scene graph using only VRML 1\&.0 nodes\&. " .ti -1c .RI "class \fBSoToVRML2Action\fP" .br .RI "The \fBSoToVRML2Action\fP class builds a new scene graph, using only VRML97/VRML2 nodes\&. " .ti -1c .RI "class \fBSoWriteAction\fP" .br .RI "The \fBSoWriteAction\fP class writes a scene graph to file\&. " .ti -1c .RI "class \fBSoAudioRenderAction\fP" .br .RI "The \fBSoAudioRenderAction\fP class renders the aural parts of the scene graph\&. " .ti -1c .RI "class \fBSoActionMethodList\fP" .br .RI "The \fBSoActionMethodList\fP class contains function pointers for action methods\&. " .ti -1c .RI "class \fBSoEnabledElementsList\fP" .br .RI "The \fBSoEnabledElementsList\fP class is a container for type info for element types that are enabled in actions\&. " .ti -1c .RI "class \fBSoIntersectionDetectionAction\fP" .br .RI "The \fBSoIntersectionDetectionAction\fP class is for detecting intersecting primitives in a scene\&. " .in -1c .SH "Detailed Description" .PP Actions are objects that traverse a scene graph to drive some scene-related process\&. One example is OpenGL rendering, and another one ray picking\&. At the most basic level, most action management will be done for the user behind the scenes in an \fBSoSceneManager\fP object, and the only actions one might need to get acquainted with are \fBSoSearchAction\fP and \fBSoWriteAction\fP\&. .PP For more advanced usage of Coin, one might want (or need) to take full control over driving all the actions oneself, in which case one will also need to know about the \fBSoGLRenderAction\fP, \fBSoHandleEventAction\fP, \fBSoGetBoundingBoxAction\fP, and \fBSoRayPickAction\fP\&. .PP The remaining actions are mostly more special-purpose actions of various kinds, except for the \fBSoCallbackAction\fP\&. .PP Before going to the step of implementing an extension action, one should really take a good look at the \fBSoCallbackAction\fP class, which is a general-purpose action that can be used as the framework for implementing almost any traversal-based process, with callback-hooks for all kinds of events that happen during traversal\&. In most cases, one can avoid the hassle of writing a new action, and just use \fBSoCallbackAction\fP instead\&. .SH "Author" .PP Generated automatically by Doxygen for Coin from the source code\&.