trusty (3) SoComplexity.3.gz

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NAME

       SoComplexity -

       The SoComplexity class is a node type which is used to set the tradeoff between quality and performance.

       By inserting SoComplexity nodes in the scene graph, you can control the accuracy by which complex shapes
       are rendered and the quality of the texture mapping used for geometry in the scene.

SYNOPSIS

       #include <Inventor/nodes/SoComplexity.h>

       Inherits SoNode.

   Public Types
       enum Type { OBJECT_SPACE = SoComplexityTypeElement::OBJECT_SPACE, SCREEN_SPACE =
           SoComplexityTypeElement::SCREEN_SPACE, BOUNDING_BOX = SoComplexityTypeElement::BOUNDING_BOX }

   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.
       SoComplexity (void)
       virtual void doAction (SoAction *action)
       virtual void callback (SoCallbackAction *action)
       virtual void getBoundingBox (SoGetBoundingBoxAction *action)
       virtual void GLRender (SoGLRenderAction *action)
       virtual void pick (SoPickAction *action)
       virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)

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

   Public Attributes
       SoSFEnum type
       SoSFFloat value
       SoSFFloat textureQuality

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

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

   Additional Inherited Members

Detailed Description

       The SoComplexity class is a node type which is used to set the tradeoff between quality and performance.

       By inserting SoComplexity nodes in the scene graph, you can control the accuracy by which complex shapes
       are rendered and the quality of the texture mapping used for geometry in the scene.

       Shape nodes like SoCone, SoSphere, SoCylinder and others, will render with fewer polygons and thereby
       improve performance, if the complexity value of the traversal state is set to a lower value.

       By using the SoComplexity::type field, you may also choose to render the scene graph (or parts of it)
       just as wireframe bounding boxes. This will improve rendering performance a lot, and can sometimes be
       used in particular situations where responsiveness is more important than appearance.

       Texture mapping can be done in an expensive but attractive looking manner, or in a quick way which
       doesn't look as appealing by modifying the value of the SoComplexity::textureQuality field. By setting
       the SoComplexity::textureQuality field to a value of 0.0, you can also turn texturemapping completely
       off.

       FILE FORMAT/DEFAULTS:

       Complexity {
           type OBJECT_SPACE
           value 0.5
           textureQuality 0.5
       }

Member Enumeration Documentation

   enum SoComplexity::Type
       The available values for the SoComplexity::type field.

       Enumerator

       OBJECT_SPACE
              Use the SoComplexity::value in calculations based on the geometry's size in world-space 3D.

       SCREEN_SPACE
              Use the SoComplexity::value in calculations based on the geometry's size when projected onto the
              rendering area. This is often a good way to make sure that objects are rendered with as low
              complexity as possible while still retaining their appearance for the user.

       BOUNDING_BOX
              Render further geometry in the scene graph as bounding boxes only for superfast rendering.

Constructor & Destructor Documentation

   SoComplexity::SoComplexity (void)
       Constructor.

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

Member Function Documentation

   SoType SoComplexity::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.

       Implements SoBase.

   const SoFieldData * SoComplexity::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 SoFieldContainer.

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

       Reimplemented from SoNode.

   void SoComplexity::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.

   void SoComplexity::getBoundingBox (SoGetBoundingBoxAction *action) [virtual]
       Action method for the SoGetBoundingBoxAction.

       Calculates bounding box and center coordinates for node and modifies the values of the action to
       encompass the bounding box for this node and to shift the center point for the scene more towards the one
       for this node.

       Nodes influencing how geometry nodes calculates their bounding box also overrides this method to change
       the relevant state variables.

       Reimplemented from SoNode.

   void SoComplexity::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 SoComplexity::pick (SoPickAction *action) [virtual]
       Action method for SoPickAction.

       Does common processing for SoPickAction action instances.

       Reimplemented from SoNode.

   void SoComplexity::getPrimitiveCount (SoGetPrimitiveCountAction *action) [virtual]
       Action method for the SoGetPrimitiveCountAction.

       Calculates the number of triangle, line segment and point primitives for the node and adds these to the
       counters of the action.

       Nodes influencing how geometry nodes calculates their primitive count also overrides this method to
       change the relevant state variables.

       Reimplemented from SoNode.

Member Data Documentation

   SoSFEnum SoComplexity::type
       Set rendering type. Default value is SoComplexity::OBJECT_SPACE.

   SoSFFloat SoComplexity::value
       Complexity value, valid settings range from 0.0 (worst appearance, best performance) to 1.0 (optimal
       appearance, lowest rendering speed). Default value for the field is 0.5.

       Note that without any SoComplexity nodes in the scene graph, geometry will render as if there was a
       SoComplexity node present with SoComplexity::value set to 1.0.

   SoSFFloat SoComplexity::textureQuality
       Sets the quality value for texturemapping. Valid range is from 0.0 (texturemapping off, rendering will be
       much faster for most platforms) to 1.0 (best quality, rendering might be slow).

       The same value for this field on different platforms can yield varying results, depending on the quality
       of the underlying rendering hardware.

       Note that this field influences the behavior of the SoTexture2 node, not the shape nodes. There is an
       important consequence of this that the application programmer need to know about: you need to insert your
       SoComplexity node(s) before the SoTexture2 node(s) in the scenegraph for them to have any influence on
       the textured shapes.

Author

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