trusty (3) SoLight.3.gz

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NAME

       SoLight -

       The SoLight class is the base class for light emitting nodes.

       This node type is abstract and does not in itself provide any light sources to the scene, you need to use
       one of its subclasses.

SYNOPSIS

       #include <Inventor/nodes/SoLight.h>

       Inherits SoNode.

       Inherited by SoDirectionalLight, SoPointLight, and 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.
       virtual void callback (SoCallbackAction *action)

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

   Public Attributes
       SoSFBool on
       SoSFFloat intensity
       SoSFColor color

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

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

   Additional Inherited Members

Detailed Description

       The SoLight class is the base class for light emitting nodes.

       This node type is abstract and does not in itself provide any light sources to the scene, you need to use
       one of its subclasses.

       There are a few important things to know about light sources in Coin. First of all, the more light
       sources you have in your scene, the slower the rendering will be. The impact on rendering speed is highly
       dependent on the graphics hardware and/or rendering subsystem software implementation (i.e. how optimized
       an OpenGL you or your users are running), but it could be severe.

       Another issue which is important to know is that OpenGL rendering engines usually have a fixed maximum
       number of available light sources which can be present in the state at the same time. If you reach the
       maximum number, further light sources will simply be ignored. The maximum number of light sources for
       OpenGL rendering can be found by using:

             #include <Inventor/elements/SoGLLightIdElement.h>
       #include <Inventor/nodes/SoSubNodeP.h>
             // ...[snip]...
             int nrlights = SoGLLightIdElement::getMaxGLSources();

       If you are clever with how you use light sources, you can get away with using a lot more lights in a
       scene graph than the max available from the rendering system. This is because light sources are stacked
       on the traversal state, just like other appearance data. So if you put light sources under SoSeparator
       nodes, they will be popped off and 'forgotten' for the remaining geometry of the scene graph after the
       subgraph below an SoSeparator has been traversed.

Constructor & Destructor Documentation

   SoLight::SoLight (void) [protected]
       Constructor.

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

Member Function Documentation

   SoType SoLight::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.

       Reimplemented in SoDirectionalLightManip, SoSpotLightManip, SoPointLightManip, SoShadowDirectionalLight,
       SoShadowSpotLight, SoSpotLight, SoDirectionalLight, and SoPointLight.

   const SoFieldData * SoLight::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.

       Reimplemented in SoDirectionalLightManip, SoSpotLightManip, SoPointLightManip, SoShadowDirectionalLight,
       SoShadowSpotLight, SoSpotLight, SoDirectionalLight, and SoPointLight.

   void SoLight::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.

       Reimplemented in SoDirectionalLightManip, SoSpotLightManip, and SoPointLightManip.

Member Data Documentation

   SoSFBool SoLight::on
       Whether light source should be on or off. The on-flag defaults to TRUE.

   SoSFFloat SoLight::intensity
       Intensity of light source. This decides how much the light source should affect the colors etc of the
       scene geometry. Valid range is 0.0 (none) to 1.0 (maximum). Default value is 1.0.

   SoSFColor SoLight::color
       Color of light source. Default is an all-white light source.

Author

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