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NAME

       SoVRMLExtrusion -

       The SoVRMLExtrusion class is a a geometry node for extruding a cross section along a
       spine.

       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/SoVRMLExtrusion.h>

       Inherits SoVRMLGeometry.

   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.
       SoVRMLExtrusion (void)
       virtual void GLRender (SoGLRenderAction *action)
       virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)
       virtual void computeBBox (SoAction *action, SbBox3f &bbox, SbVec3f &center)

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

   Public Attributes
       SoSFBool beginCap
       SoSFBool ccw
       SoSFBool convex
       SoSFFloat creaseAngle
       SoMFVec2f crossSection
       SoSFBool endCap
       SoMFRotation orientation
       SoMFVec2f scale
       SoSFBool solid
       SoMFVec3f spine

   Protected Member Functions
       virtual const SoFieldData * getFieldData (void) const
       virtual ~SoVRMLExtrusion ()
       virtual void notify (SoNotList *list)
       virtual void generatePrimitives (SoAction *action)
       virtual SoDetail * createTriangleDetail (SoRayPickAction *action, const SoPrimitiveVertex
           *v1, const SoPrimitiveVertex *v2, const SoPrimitiveVertex *v3, SoPickedPoint *pp)

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

   Additional Inherited Members

Detailed Description

       The SoVRMLExtrusion class is a a geometry node for extruding a cross section along a
       spine.

       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:

       Extrusion {
         eventIn MFVec2f    set_crossSection
         eventIn MFRotation set_orientation
         eventIn MFVec2f    set_scale
         eventIn MFVec3f    set_spine
         field   SFBool     beginCap         TRUE
         field   SFBool     ccw              TRUE
         field   SFBool     convex           TRUE
         field   SFFloat    creaseAngle      0                # [0,inf)
         field   MFVec2f    crossSection     [ 1 1, 1 -1, -1 -1, -1 1, 1  1 ]    # (-inf,inf)
         field   SFBool     endCap           TRUE
         field   MFRotation orientation      0 0 1 0          # [-1,1],(-inf,inf)
         field   MFVec2f    scale            1 1              # (0,inf)
         field   SFBool     solid            TRUE
         field   MFVec3f    spine            [ 0 0 0, 0 1 0 ] # (-inf,inf)
       }

       Introduction

       The Extrusion node specifies geometric shapes based on a two dimensional cross-section
       extruded along a three dimensional spine in the local coordinate system. The cross-section
       can be scaled and rotated at each spine point to produce a wide variety of shapes. An
       Extrusion node is defined by:

       • a 2D crossSection piecewise linear curve (described as a series of connected vertices);
       • a 3D spine piecewise linear curve (also described as a series of connected vertices);
       • a list of 2D scale parameters;
       • a list of 3D orientation parameters.
       Algorithmic description
       Shapes are constructed as follows. The cross-section curve, which starts as a curve in the
       Y=0 plane, is first scaled about the origin by the first scale parameter (first value
       scales in X, second value scales in Z). It is then translated by the first spine point and
       oriented using the first orientation parameter (as explained later). The same procedure is
       followed to place a cross- section at the second spine point, using the second scale and
       orientation values. Corresponding vertices of the first and second cross-sections are then
       connected, forming a quadrilateral polygon between each pair of vertices. This same
       procedure is then repeated for the rest of the spine points, resulting in a surface
       extrusion along the spine.
       The final orientation of each cross-section is computed by first orienting it relative to
       the spine segments on either side of point at which the cross-section is placed. This is
       known as the spine-aligned cross-section plane (SCP), and is designed to provide a smooth
       transition from one spine segment to the next (see Figure 6.6). The SCP is then rotated by
       the corresponding orientation value. This rotation is performed relative to the SCP. For
       example, to impart twist in the cross- section, a rotation about the Y-axis (0 1 0) would
       be used. Other orientations are valid and rotate the cross-section out of the SCP.
         Figure 6.6
       The SCP is computed by first computing its Y-axis and Z-axis, then taking the cross
       product of these to determine the X-axis. These three axes are then used to determine the
       rotation value needed to rotate the Y=0 plane to the SCP. This results in a plane that is
       the approximate tangent of the spine at each point, as shown in Figure 6.6. First the Y-
       axis is determined, as follows:
       Let n be the number of spines and let i be the index variable satisfying 0 <= i < n:
       • For all points other than the first or last: The Y-axis for spine[i] is found by
         normalizing the vector defined by (spine[i+1]
         • spine[i-1]).
       • If the spine curve is closed: The SCP for the first and last points is the same and is
         found using (spine[1] - spine[n-2]) to compute the Y-axis.
       • If the spine curve is not closed: The Y-axis used for the first point is the vector from
         spine[0] to spine[1], and for the last it is the vector from spine[n-2] to spine[n-1].
       The Z-axis is determined as follows:
       • For all points other than the first or last: Take the following cross-product:
       Z = (spine[i+1] - spine[i]) × (spine[i-1] - spine[i])
       • If the spine curve is closed: The SCP for the first and last points is the same and is
         found by taking the following cross- product:
       Z = (spine[1] - spine[0]) × (spine[n-2] - spine[0])
       • If the spine curve is not closed: The Z-axis used for the first spine point is the same
         as the Z-axis for spine[1]. The Z- axis used for the last spine point is the same as the
         Z-axis for spine[n-2].
       • After determining the Z-axis, its dot product with the Z-axis of the previous spine
         point is computed. If this value is negative, the Z-axis is flipped (multiplied by -1).
         In most cases, this prevents small changes in the spine segment angles from flipping the
         cross-section 180 degrees.
       Once the Y- and Z-axes have been computed, the X-axis can be calculated as their cross-
       product.
       Special Cases
       If the number of scale or orientation values is greater than the number of spine points,
       the excess values are ignored. If they contain one value, it is applied at all spine
       points. The results are undefined if the number of scale or orientation values is greater
       than one but less than the number of spine points. The scale values shall be positive.
       If the three points used in computing the Z-axis are collinear, the cross-product is zero
       so the value from the previous point is used instead. If the Z-axis of the first point is
       undefined (because the spine is not closed and the first two spine segments are collinear)
       then the Z-axis for the first spine point with a defined Z-axis is used.
       If the entire spine is collinear, the SCP is computed by finding the rotation of a vector
       along the positive Y-axis (v1) to the vector formed by the spine points (v2). The Y=0
       plane is then rotated by this value. If two points are coincident, they both have the same
       SCP. If each point has a different orientation value, then the surface is constructed by
       connecting edges of the cross-sections as normal. This is useful in creating revolved
       surfaces.
       Note: combining coincident and non-coincident spine segments, as well as other
       combinations, can lead to interpenetrating surfaces which the extrusion algorithm makes no
       attempt to avoid.
       Common Cases
       The following common cases are among the effects which are supported by the Extrusion
       node:
       • Surfaces of revolution: If the cross-section is an approximation of a circle and the
         spine is straight, the Extrusion is equivalent to a surface of revolution, where the
         scale parameters define the size of the cross-section along the spine.
       • Uniform extrusions: If the scale is (1, 1) and the spine is straight, the cross-section
         is extruded uniformly without twisting or scaling along the spine. The result is a
         cylindrical shape with a uniform cross section.
       • Bend/twist/taper objects: These shapes are the result of using all fields. The spine
         curve bends the extruded shape defined by the cross-section, the orientation parameters
         (given as rotations about the Y-axis) twist it around the spine, and the scale
         parameters taper it (by scaling about the spine).
       Other Fields
       Extrusion has three parts: the sides, the beginCap (the surface at the initial end of the
       spine) and the endCap (the surface at the final end of the spine). The caps have an
       associated SFBool field that indicates whether each exists (TRUE) or doesn't exist
       (FALSE).
       When the beginCap or endCap fields are specified as TRUE, planar cap surfaces will be
       generated regardless of whether the crossSection is a closed curve. If crossSection is not
       a closed curve, the caps are generated by adding a final point to crossSection that is
       equal to the initial point. An open surface can still have a cap, resulting (for a simple
       case) in a shape analogous to a soda can sliced in half vertically. These surfaces are
       generated even if spine is also a closed curve. If a field value is FALSE, the
       corresponding cap is not generated.
       Texture coordinates are automatically generated by Extrusion nodes. Textures are mapped so
       that the coordinates range in the U direction from 0 to 1 along the crossSection curve
       (with 0 corresponding to the first point in crossSection and 1 to the last) and in the V
       direction from 0 to 1 along the spine curve (with 0 corresponding to the first listed
       spine point and 1 to the last). If either the endCap or beginCap exists, the crossSection
       curve is uniformly scaled and translated so that the larger dimension of the cross-section
       (X or Z) produces texture coordinates that range from 0.0 to 1.0. The beginCap and endCap
       textures' S and T directions correspond to the X and Z directions in which the
       crossSection coordinates are defined.
       The browser shall automatically generate normals for the Extrusion node,using the
       creaseAngle field to determine if and how normals are smoothed across the surface. Normals
       for the caps are generated along the Y-axis of the SCP, with the ordering determined by
       viewing the cross-section from above (looking along the negative Y-axis of the SCP). By
       default, a beginCap with a counterclockwise ordering shall have a normal along the
       negative Y-axis. An endCap with a counterclockwise ordering shall have a normal along the
       positive Y-axis.
       Each quadrilateral making up the sides of the extrusion are ordered from the bottom cross-
       section (the one at the earlier spine point) to the top. So, one quadrilateral has the
       points:
       spine[0](crossSection[0], crossSection[1])
       spine[1](crossSection[1], crossSection[0])
       in that order. By default, normals for the sides are generated as described in 4.6.3,
       Shapes and geometry (http://www.web3d.org/x3d/specifications/vrml/ISO-
       IEC-14772-VRML97/part1/concepts.html#4.6.3).
       For instance, a circular crossSection with counter-clockwise ordering and the default
       spine form a cylinder. With solid TRUE and ccw TRUE, the cylinder is visible from the
       outside. Changing ccw to FALSE makes it visible from the inside. The ccw, solid, convex,
       and creaseAngle fields are described in 4.6.3, Shapes and geometry
       (http://www.web3d.org/x3d/specifications/vrml/ISO-
       IEC-14772-VRML97/part1/concepts.html#4.6.3).

Constructor & Destructor Documentation

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

Member Function Documentation

   SoType SoVRMLExtrusion::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 SoVRMLGeometry.
   const SoFieldData * SoVRMLExtrusion::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 SoVRMLGeometry.
   void SoVRMLExtrusion::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 SoShape.
   void SoVRMLExtrusion::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 SoShape.
   void SoVRMLExtrusion::computeBBox (SoAction *action, SbBox3f &box, SbVec3f &center) [virtual]
       Implemented by SoShape subclasses to let the SoShape superclass know the exact size and
       weighted center point of the shape's bounding box.
       The bounding box and center point should be calculated and returned in the local
       coordinate system.
       The method implements action behavior for shape nodes for SoGetBoundingBoxAction. It is
       invoked from SoShape::getBoundingBox(). (Subclasses should not override
       SoNode::getBoundingBox().)
       The box parameter sent in is guaranteed to be an empty box, while center is undefined upon
       function entry.
       Implements SoShape.
   void SoVRMLExtrusion::notify (SoNotList *l) [protected],  [virtual]
       Notifies all auditors for this instance when changes are made.
       Reimplemented from SoVRMLGeometry.
   void SoVRMLExtrusion::generatePrimitives (SoAction *action) [protected],  [virtual]
       The method implements action behavior for shape nodes for SoCallbackAction. It is invoked
       from SoShape::callback(). (Subclasses should not override SoNode::callback().)
       The subclass implementations uses the convenience methods SoShape::beginShape(),
       SoShape::shapeVertex(), and SoShape::endShape(), with SoDetail instances, to pass the
       primitives making up the shape back to the caller.
       Implements SoShape.
   SoDetail * SoVRMLExtrusion::createTriangleDetail (SoRayPickAction *action, const
       SoPrimitiveVertex *v1, const SoPrimitiveVertex *v2, const SoPrimitiveVertex *v3,
       SoPickedPoint *pp) [protected],  [virtual]
       Will create triangle detail for a SoPickedPoint. This method will only be called
       internally, when generatePrimitives() is used for picking (SoShape::rayPick() is not
       overridden).
       This method returns NULL in Open Inventor, and subclasses will need to override this
       method to create details for a SoPickedPoint.
       This is not necessary with Coin. Of course, if you choose to override it, it will work in
       the same way as Open Inventor.
       For this to work, you must supply a face or line detail when generating primitives. If you
       supply NULL for the detail argument in SoShape::beginShape(), you'll have to override this
       method.
       Reimplemented from SoShape.

Author

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