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NAME

       SoShadowSpotLight -

       The SoShadowSpotLight class is a node for setting up a spot light which casts shadows.

SYNOPSIS

       #include <Inventor/annex/FXViz/nodes/SoShadowSpotLight.h>

       Inherits SoSpotLight.

   Public Member Functions
       virtual SoType getTypeId (void) const
           Returns the type identification of an object derived from a class inheriting SoBase.
           This is used for run-time type checking and 'downward' casting.
       SoShadowSpotLight (void)
       virtual void GLRender (SoGLRenderAction *action)

   Static Public Member Functions
       static SoType getClassTypeId (void)
       static void initClass (void)

   Public Attributes
       SoSFNode shadowMapScene
       SoSFFloat nearDistance
       SoSFFloat farDistance

   Protected Member Functions
       virtual const SoFieldData * getFieldData (void) const
       virtual ~SoShadowSpotLight ()

   Static Protected Member Functions
       static const SoFieldData ** getFieldDataPtr (void)

   Additional Inherited Members

Detailed Description

       The SoShadowSpotLight class is a node for setting up a spot light which casts shadows.

       This node can be used instead of a normal SpotLight if you need to improve the performance
       by supplying a simplified scene graph to be used when rendering the shadow map(s). For
       instance, the shadow map scene graph doesn't need any textures or materials, and any non-
       casters can also be excluded from this scene graph. It's more optimal to use this node
       than to use the SoShadowStyle node to control this, at the cost of some extra application
       complexity.

       It's especially useful if you have a scene with few shadow caster nodes and lots of shadow
       receiver nodes.

       Currently, this node must be placed somewhere in the SoShadowGroup subgraph to cast
       shadows.

       FILE FORMAT/DEFAULTS:

       ShadowSpotLight {
         shadowMapScene NULL
         nearDistance -1
         farDistance -1
       }

       Here is the the example from SoShadowGroup, modified to use SoShadowSpotLight instead of a
       normal SoSpotLight. Notice that only the sphere casts shadows.

       DirectionalLight { direction 0 0 -1 intensity 0.2 }

       ShadowGroup {
         quality 1 # to get per pixel lighting

         ShadowSpotLight {
           location -8 -8 8.0
           direction 1 1 -1
           cutOffAngle 0.35
           dropOffRate 0.7

           shadowMapScene
           DEF sphere Separator {
               Complexity { value 1.0 }
               Material { diffuseColor 1 1 0 specularColor 1 1 1 shininess 0.9 }
               Shuttle { translation0 -3 1 0 translation1 3 -5 0 speed 0.25 on TRUE }
               Translation { translation -5 0 2 }
               Sphere { radius 2.0 }
             }
         }
         # need to insert the sphere in the regular scene graph as well
         USE sphere

         Separator {
           Material { diffuseColor 1 0 0 specularColor 1 1 1 shininess 0.9 }
           Shuttle { translation0 0 -5 0 translation1 0 5 0 speed 0.15 on TRUE }
           Translation { translation 0 0 -3 }
           Cube { depth 1.8 }
         }
         Separator {
           Material { diffuseColor 0 1 0 specularColor 1 1 1 shininess 0.9 }
           Shuttle { translation0 -5 0 0 translation1 5 0 0 speed 0.3 on TRUE }
           Translation { translation 0 0 -3 }
           Cube { }
         }

         Coordinate3 { point [ -10 -10 -3, 10 -10 -3, 10 10 -3, -10 10 -3 ] }
         Material { specularColor 1 1 1 shininess 0.9 }

         Complexity { textureQuality 0.1 }
         Texture2 { image 2 2 3 0xffffff 0x225588 0x225588 0xffffff }
         Texture2Transform { scaleFactor 4 4 }
         FaceSet { numVertices 4 }
       }

       Since:
           Coin 3.0

Constructor & Destructor Documentation

   SoShadowSpotLight::SoShadowSpotLight (void)
       Constructor.

   SoShadowSpotLight::~SoShadowSpotLight () [protected],  [virtual]
       Destructor.

Member Function Documentation

   SoType SoShadowSpotLight::getTypeId (void) const [virtual]
       Returns the type identification of an object derived from a class inheriting SoBase. This
       is used for run-time type checking and 'downward' casting. Usage example:

       void foo(SoNode * node)
       {
         if (node->getTypeId() == SoFile::getClassTypeId()) {
           SoFile * filenode = (SoFile *)node;  // safe downward cast, knows the type
         }
       }

       For application programmers wanting to extend the library with new nodes, engines,
       nodekits, draggers or others: this method needs to be overridden in all 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
       Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes),
       Inventor/engines/SoSubEngine.h (for engine classes) and so on.

       For more information on writing Coin extensions, see the class documentation of the
       toplevel superclasses for the various class groups.

       Reimplemented from SoSpotLight.

   const SoFieldData * SoShadowSpotLight::getFieldData (void) const [protected],  [virtual]
       Returns a pointer to the class-wide field data storage object for this instance. If no
       fields are present, returns NULL.

       Reimplemented from SoSpotLight.

   void SoShadowSpotLight::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 SoSpotLight.

Author

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