.TH "SoSceneKit" 3 "Thu May 29 2014" "Version 4.0.0a" "Coin" \" -*- nroff -*- .ad l .nh .SH NAME SoSceneKit \- .PP The \fBSoSceneKit\fP class collects node kits needed to set up a scene: camera, light and shapes\&. .PP Node kit structure (new entries versus parent class marked with arrow prefix): .SH SYNOPSIS .br .PP .PP \fC#include \fP .PP Inherits \fBSoBaseKit\fP\&. .SS "Public Member Functions" .in +1c .ti -1c .RI "virtual \fBSoType\fP \fBgetTypeId\fP (void) const " .br .RI "\fIReturns the type identification of an object derived from a class inheriting \fBSoBase\fP\&. This is used for run-time type checking and 'downward' casting\&. \fP" .ti -1c .RI "virtual const \fBSoNodekitCatalog\fP * \fBgetNodekitCatalog\fP (void) const " .br .ti -1c .RI "\fBSoSceneKit\fP (void)" .br .ti -1c .RI "int \fBgetCameraNumber\fP (void)" .br .ti -1c .RI "void \fBsetCameraNumber\fP (int camNum)" .br .ti -1c .RI "virtual SbBool \fBaffectsState\fP (void) const " .br .in -1c .SS "Static Public Member Functions" .in +1c .ti -1c .RI "static \fBSoType\fP \fBgetClassTypeId\fP (void)" .br .ti -1c .RI "static const \fBSoNodekitCatalog\fP * \fBgetClassNodekitCatalog\fP (void)" .br .ti -1c .RI "static void \fBinitClass\fP (void)" .br .in -1c .SS "Protected Member Functions" .in +1c .ti -1c .RI "virtual const \fBSoFieldData\fP * \fBgetFieldData\fP (void) const " .br .ti -1c .RI "virtual \fB~SoSceneKit\fP ()" .br .in -1c .SS "Static Protected Member Functions" .in +1c .ti -1c .RI "static const \fBSoFieldData\fP ** \fBgetFieldDataPtr\fP (void)" .br .ti -1c .RI "static const \fBSoNodekitCatalog\fP ** \fBgetClassNodekitCatalogPtr\fP (void)" .br .in -1c .SS "Protected Attributes" .in +1c .ti -1c .RI "\fBSoSFNode\fP \fBcameraList\fP" .br .ti -1c .RI "\fBSoSFNode\fP \fBchildList\fP" .br .ti -1c .RI "\fBSoSFNode\fP \fBlightList\fP" .br .ti -1c .RI "\fBSoSFNode\fP \fBtopSeparator\fP" .br .in -1c .SS "Additional Inherited Members" .SH "Detailed Description" .PP The \fBSoSceneKit\fP class collects node kits needed to set up a scene: camera, light and shapes\&. .PP Node kit structure (new entries versus parent class marked with arrow prefix): .PP .nf CLASS SoSceneKit -->"this" "callbackList" --> "topSeparator" --> "cameraList" --> "lightList" --> "childList" .fi .PP .PP (See \fBSoBaseKit::printDiagram()\fP for information about the output formatting\&.) .PP Detailed information on catalog parts: .PP .PP .nf CLASS SoSceneKit PVT "this", SoSceneKit --- "callbackList", SoNodeKitListPart [ SoCallback, SoEventCallback ] PVT "topSeparator", SoSeparator --- "cameraList", SoNodeKitListPart [ SoCameraKit ] "lightList", SoNodeKitListPart [ SoLightKit ] "childList", SoNodeKitListPart [ SoShapeKit, SoSeparatorKit ] .fi .PP .PP (See \fBSoBaseKit::printTable()\fP for information about the output formatting\&.) .SH "Constructor & Destructor Documentation" .PP .SS "SoSceneKit::SoSceneKit (void)" Constructor\&. .SS "SoSceneKit::~SoSceneKit ()\fC [protected]\fP, \fC [virtual]\fP" Destructor\&. .SH "Member Function Documentation" .PP .SS "\fBSoType\fP SoSceneKit::getTypeId (void) const\fC [virtual]\fP" .PP Returns the type identification of an object derived from a class inheriting \fBSoBase\fP\&. This is used for run-time type checking and 'downward' casting\&. Usage example: .PP .PP .nf void foo(SoNode * node) { if (node->getTypeId() == SoFile::getClassTypeId()) { SoFile * filenode = (SoFile *)node; // safe downward cast, knows the type } } .fi .PP .PP For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in \fIall\fP subclasses\&. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through for instance \fBInventor/nodes/SoSubNode\&.h\fP (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine\&.h (for engine classes) and so on\&. .PP For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups\&. .PP Reimplemented from \fBSoBaseKit\fP\&. .SS "const \fBSoFieldData\fP * SoSceneKit::getFieldData (void) const\fC [protected]\fP, \fC [virtual]\fP" Returns a pointer to the class-wide field data storage object for this instance\&. If no fields are present, returns \fCNULL\fP\&. .PP Reimplemented from \fBSoBaseKit\fP\&. .SS "const \fBSoNodekitCatalog\fP * SoSceneKit::getNodekitCatalog (void) const\fC [virtual]\fP" Returns the nodekit catalog which defines the layout of this class' kit\&. .PP Reimplemented from \fBSoBaseKit\fP\&. .SS "int SoSceneKit::getCameraNumber (void)" Returns the index of the current active camera in cameraList\&. .SS "void SoSceneKit::setCameraNumber (intcamnum)" Sets the current active camera in cameraList\&. .SS "SbBool SoSceneKit::affectsState (void) const\fC [virtual]\fP" Returns \fCTRUE\fP if the node could have any effect on the state during traversal\&. .PP If it returns \fCFALSE\fP, no data in the traversal-state will change from the pre-traversal state to the post-traversal state\&. The \fBSoSeparator\fP node will for instance return \fCFALSE\fP, as it pushes and pops the state before and after traversal of its children\&. All \fBSoShape\fP nodes will also return \fCFALSE\fP, as just pushing out geometry data to the rendering engine won't affect the actual rendering state\&. .PP The default method returns \fCTRUE\fP, on a 'better safe than sorry' philosophy\&. .PP Reimplemented from \fBSoNode\fP\&. .SH "Author" .PP Generated automatically by Doxygen for Coin from the source code\&.