Returns the type of this class.
Sets all fields in this object to their default values.
Returns TRUE if all of the objects fields have their default values. This will return TRUE even if a fields isDefault() method returns FALSE for example, if a fields default value is 0.0 and you setValue(0.0) that field,
the default flag will be set to FALSE (because it would be too slow to compare the field against its default value every time setValue is called). However, hasDefaultValues() would return TRUE in this case.
fieldsAreEqual(const SoFieldContainer *fc) const
Returns TRUE if this objects fields are exactly equal to fcs fields. If fc is not exactly same type as this object, FALSE is returned.
copyFieldValues(const SoFieldContainer *fc, SbBool copyConnections = FALSE)
Copies the contents of fcs fields into this objects fields. fc must be the same type as this object. If copyConnections is TRUE, then if any of fcs fields are connected then this objects fields will also be connected
to the same source.
set(const char *fieldDataString)
Sets one or more fields in this object to the values specified in the given string, which should be a string in the Inventor file format. TRUE is returned if the string was valid Inventor file format. For
example, you could set the fields of an SoCube by doing:
SoCube *cube = ....
cube->set("width 1.0 height 2.0 depth 3.2");
Returns the values of the fields of this object in the Inventor ASCII file format in the given string. Fields whose isDefault() bit is set will not be part of the string. You can use the field->get() method to get a fields
value as a string even if has its default value.
getFields(SoFieldList &resultList) const
Appends pointers to all of this objects fields to resultList, and returns the number of fields appended. The types of the fields can be determined using field->isOfType() and field->getTypeId(), and their names can be determined by passing
the field pointers to the getFieldName() method (see below).
virtual SoField *
virtual SoField *
getField(const SbName &fieldName) const
Returns a pointer to the field of this object whose name is fieldName. Returns NULL if there is no field with the given name.
getFieldName(const SoField *field, SbName &fieldName) const
Returns the name of the given field in the fieldName argument. Returns FALSE if field is not a member of this object.
Notification is the process of telling interested objects that this object has changed. Notification is needed to make engines and sensors function, is used to keep SoPaths up to date when the scene graphs topology
changes, and is also used to invalidate rendering or bounding box caches.
Notification is normally enabled, but can be disabled on a node by node (or engine by engine) basis. If you are making extensive
changes to a large part of the scene graph then disabling notification can increase performance, at the expense of increased responsibility for making sure that any interested engines, sensors or paths
are kept up to date.
For example, if you will be making a lot of changes to a small part of your scene graph and you know that there are no engines or sensors attached to nodes in that part of the scene
graph, you might disable notification on the nodes you are changing, modify them, re-enable notification, and then touch() one of the nodes to cause a redraw.
However, you should profile your application
and make sure that notification is taking a significant amount of time before going to the trouble of manually controlling notification.
Notification at this Field Container is enabled (if flag == TRUE) or disabled (if flag == FALSE). The returned boolean value indicates whether notification was enabled immediately prior to applying this