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NAME

       SoVRMLMaterial -

       The SoVRMLMaterial class is used to assign a material to geometry.

       The detailed class documentation is taken verbatim from the VRML97 standard (ISO/IEC
       14772-1:1997). It is copyright The Web3D Consortium, and is used by permission of the
       Consortium:

SYNOPSIS

       #include <Inventor/VRMLnodes/SoVRMLMaterial.h>

       Inherits SoNode.

   Public Member Functions
       SoVRMLMaterial (void)
       virtual void doAction (SoAction *action)
       virtual void GLRender (SoGLRenderAction *action)
       virtual void callback (SoCallbackAction *action)

   Static Public Member Functions
       static void initClass (void)

   Public Attributes
       SoSFColor diffuseColor
       SoSFFloat ambientIntensity
       SoSFColor specularColor
       SoSFColor emissiveColor
       SoSFFloat shininess
       SoSFFloat transparency

   Protected Member Functions
       virtual ~SoVRMLMaterial ()

Detailed Description

       The SoVRMLMaterial class is used to assign a material to geometry.

       The detailed class documentation is taken verbatim from the VRML97 standard (ISO/IEC
       14772-1:1997). It is copyright The Web3D Consortium, and is used by permission of the
       Consortium:

         Material {
           exposedField SFFloat ambientIntensity  0.2         # [0,1]
           exposedField SFColor diffuseColor      0.8 0.8 0.8 # [0,1]
           exposedField SFColor emissiveColor     0 0 0       # [0,1]
           exposedField SFFloat shininess         0.2         # [0,1]
           exposedField SFColor specularColor     0 0 0       # [0,1]
           exposedField SFFloat transparency      0           # [0,1]
         }
         .fi

       The Material node specifies surface material properties for associated geometry nodes and is used by the VRML lighting equations during rendering. Subclause 4.14, Lighting model (<http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#4.14>), contains a detailed description of the VRML lighting model equations. All of the fields in the Material node range from 0.0 to 1.0. The fields in the Material node determine how light reflects off an object to create colour:

       · The ambientIntensity field specifies how much ambient light from light sources this surface shall reflect. Ambient light is omnidirectional and depends only on the number of light sources, not their positions with respect to the surface. Ambient colour is calculated as ambientIntensity × diffuseColor.

       · The diffuseColor field reflects all VRML light sources depending on the angle of the surface with respect to the light source. The more directly the surface faces the light, the more diffuse light reflects.

       · The emissiveColor field models 'glowing' objects. This can be useful for displaying pre-lit models (where the light energy of the room is computed explicitly), or for displaying scientific data.

       · The specularColor and shininess fields determine the specular highlights (e.g., the shiny spots on an apple). When the angle from the light to the surface is close to the angle from the surface to the viewer, the specularColor is added to the diffuse and ambient colour calculations. Lower shininess values produce soft glows, while higher values result in sharper, smaller highlights.

       · The transparency field specifies how 'clear' an object is, with 1.0 being completely transparent, and 0.0 completely opaque.

Constructor & Destructor Documentation

   SoVRMLMaterial::SoVRMLMaterial (void) Constructor.
   SoVRMLMaterial::~SoVRMLMaterial () [protected, virtual] Destructor.

Member Function Documentation

   void SoVRMLMaterial::initClass (void) [static] Sets up initialization for data common to all
       instances of this class, like submitting necessary information to the Coin type system.
       Reimplemented from SoNode.

   void SoVRMLMaterial::doAction (SoAction *action) [virtual] This function performs the typical
       operation of a node for any action.
       Reimplemented from SoNode.

   void SoVRMLMaterial::GLRender (SoGLRenderAction *action) [virtual] Action method for the
       SoGLRenderAction.
       This is called during rendering traversals. Nodes influencing the rendering state in any
       way or who wants to throw geometry primitives at OpenGL overrides this method.

       Reimplemented from SoNode.

   void SoVRMLMaterial::callback (SoCallbackAction *action) [virtual] Action method for
       SoCallbackAction.
       Simply updates the state according to how the node behaves for the render action, so the
       application programmer can use the SoCallbackAction for extracting information about the
       scene graph.

       Reimplemented from SoNode.

Member Data Documentation

   SoSFColor SoVRMLMaterial::diffuseColor The diffuse color component. Default value is (0.8,
       0.8, 0.8).
   SoSFFloat SoVRMLMaterial::ambientIntensity The ambient intensity. Default value is 0.2.
   SoSFColor SoVRMLMaterial::specularColor The specular color component. Default value is (0, 0,
       0).
   SoSFColor SoVRMLMaterial::emissiveColor The emissive color component. Default value is (0, 0,
       0).
   SoSFFloat SoVRMLMaterial::shininess The shininess value. A number between 0 and 1. Default
       value is 0.2.
   SoSFFloat SoVRMLMaterial::transparency The material transparency. Valid range is from 0.0
       (completely opaque) to 1.0 (completely transparent). Default value is 0.0.

Author

       Generated automatically by Doxygen for Coin from the source code.