File: SoNode.ivm

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NAME SoNode SoNode "" { abstract base class for all database nodes }

INCLUDE nodes/SoNode.h

DESC {
This is the abstract base class from which all scene graph node
classes are derived.
}

METHOD "" void setOverride(SbBool state) { Turns override flag on or off. }

METHOD "" SbBool isOverride() const { Returns the state of the override flag. }

METHOD "" SoNode * copy(SbBool copyConnections = FALSE) const {
Creates and returns an exact copy of the node. If the node is a group,
it copies the children as well. If \acopyConnections\. is
TRUE (it is FALSE by default), any connections to (but not from)
fields of the node are copied, as well. Note that multiple references to
a node under the node to be copied will result in multiple references to
the copy of that node.
}

METHOD "" virtual SbBool affectsState() const {
Returns TRUE if a node has an effect on the state during traversal.
The default method returns TRUE. Node classes (such as
\cSoSeparator\.)  that isolate their effects from the rest of the
graph override this method to return FALSE.
}

METHOD "" static SoNode * getByName(const SbName &name) {}
METHOD getByNameList static int getByName(const SbName &name, SoNodeList &list) {
A node's name can be set using
\+\mSoBase::setName()\..\.
\-\mSoBaseSetName()\..\.
These methods allow nodes to be looked up by name. The first one
returns the last node given the specified name. The second one returns
the number of nodes with the given name, and adds to \alist\. pointers
to those nodes.
}

METHOD "" static SoType getClassTypeId() {
Returns type identifier for the \cSoNode\. class.
}

ACTION SoSearchAction {
If the node pointer, type, or name matches the search criteria,
returns a path to the node.
}

ACTION SoWriteAction {
Writes the contents of the node to the current \cSoOutput\..
}

ALSO { SoPath, SoAction, SoNodeKit }