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NAME

       SoShadowDirectionalLight -

       The SoShadowDirectionalLight class is a node for setting up a directional light which
       casts shadows.

SYNOPSIS

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

       Inherits SoDirectionalLight.

   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.
       SoShadowDirectionalLight (void)
       virtual void GLRender (SoGLRenderAction *action)

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

   Public Attributes
       SoSFNode shadowMapScene
       SoSFFloat maxShadowDistance
       SoSFVec3f bboxCenter
       SoSFVec3f bboxSize

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

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

   Additional Inherited Members

Detailed Description

       The SoShadowDirectionalLight class is a node for setting up a directional light which
       casts shadows.

       Directional lights usually affect everything, but since it's not always feasible to use
       one shadow map for the entire scene graph. This node has some extra features to work
       around this.

       It calculates the intersection between the current view volume and either the scene
       bounding box, or the bounding box provided in this node. The shadows are only calculated
       for this volume. This means that you'll get more detailed shadows as you zoom in on items
       in the scene graph.

       In addition, you can set the maximum distance from the camera which will be shaded with
       shadows. Think of this a new far plane for the camera which only affects shadows.

       As with SoShadowSpotLight, it's possible to optimize further by setting your own shadow
       caster scene graph in the shadowMapScene field.

       The example scene graph below demonstrates how you can use this node to create shadows on
       a large number of objects, and still get decent precision when zooming in. To further
       reduce the volume covered by the shadowmap, you can set maxShadowDistance to some number >
       0. This is the distance from the camera where shadows will be visible.

       DirectionalLight {
          direction 0 0 -1
          intensity 0.2
       }

       ShadowGroup {
         quality 1 # to get per pixel lighting
         precision 1

         ShadowDirectionalLight {
           direction 1 1 -1
           intensity 0.8
           # enable this to reduce the shadow view distance
           # maxShadowDistance 200
         }

         # 900 cubes spaced out over a fairly large area
         Array {
           origin CENTER
           numElements1 30
           numElements2 30
           numElements3 1
           separation1 20 0 0
           separation2 0 20 0
           separation3 0 0 0

           Material { diffuseColor 1 0 0 specularColor 1 1 1 }
           Cube { width 4 height 4 depth 4 }
         }

         # a chess board
         Coordinate3 { point [ -400 -400 -3, 400 -400 -3, 400 400 -3, -400 400 -3 ] }
         Material { specularColor 1 1 1 shininess 0.9 }
         Complexity { textureQuality 0.1 }
         Texture2 { image 2 2 3 0xffffff 0x225588 0x225588 0xffffff }
         Texture2Transform { scaleFactor 20 20 }
         FaceSet { numVertices 4 }
       }

       Since:
           Coin 3.0

Constructor & Destructor Documentation

   SoShadowDirectionalLight::SoShadowDirectionalLight (void)
       Constructor.

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

Member Function Documentation

   SoType SoShadowDirectionalLight::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 SoDirectionalLight.

   const SoFieldData * SoShadowDirectionalLight::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 SoDirectionalLight.

   void SoShadowDirectionalLight::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 SoDirectionalLight.

Author

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