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NAME

       SoVRMLMaterial -

       The SoVRMLMaterial class is used to assign a material to geometry.

       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/SoVRMLMaterial.h>

       Inherits SoNode.

   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.
       SoVRMLMaterial (void)
       virtual void doAction (SoAction *action)
       virtual void GLRender (SoGLRenderAction *action)
       virtual void callback (SoCallbackAction *action)

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

   Public Attributes
       SoSFColor diffuseColor
       SoSFFloat ambientIntensity
       SoSFColor specularColor
       SoSFColor emissiveColor
       SoSFFloat shininess
       SoSFFloat transparency

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

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

   Additional Inherited Members

Detailed Description

       The SoVRMLMaterial class is used to assign a material to geometry.

       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:

       Material {
         exposedField SFFloat ambientIntensity  0.2         # [0,1]
         exposedField SFColor diffuseColor      0.8 0.8 0.8 # [0,1]
         exposedField SFColor emissiveColor     0 0 0       # [0,1]
         exposedField SFFloat shininess         0.2         # [0,1]
         exposedField SFColor specularColor     0 0 0       # [0,1]
         exposedField SFFloat transparency      0           # [0,1]
       }

       The Material node specifies surface material properties for associated geometry nodes and
       is used by the VRML lighting equations during rendering. Subclause 4.14, Lighting model
       (http://www.web3d.org/x3d/specifications/vrml/ISO-
       IEC-14772-VRML97/part1/concepts.html#4.14), contains a detailed description of the VRML
       lighting model equations. All of the fields in the Material node range from 0.0 to 1.0.
       The fields in the Material node determine how light reflects off an object to create
       colour:

       • The ambientIntensity field specifies how much ambient light from light sources this
         surface shall reflect. Ambient light is omnidirectional and depends only on the number
         of light sources, not their positions with respect to the surface. Ambient colour is
         calculated as ambientIntensity × diffuseColor.

       • The diffuseColor field reflects all VRML light sources depending on the angle of the
         surface with respect to the light source. The more directly the surface faces the light,
         the more diffuse light reflects.

       • The emissiveColor field models 'glowing' objects. This can be useful for displaying pre-
         lit models (where the light energy of the room is computed explicitly), or for
         displaying scientific data.

       • The specularColor and shininess fields determine the specular highlights (e.g., the
         shiny spots on an apple). When the angle from the light to the surface is close to the
         angle from the surface to the viewer, the specularColor is added to the diffuse and
         ambient colour calculations. Lower shininess values produce soft glows, while higher
         values result in sharper, smaller highlights.

       • The transparency field specifies how 'clear' an object is, with 1.0 being completely
         transparent, and 0.0 completely opaque.

Constructor & Destructor Documentation

   SoVRMLMaterial::SoVRMLMaterial (void)
       Constructor.

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

Member Function Documentation

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

       Reimplemented from SoNode.

   void SoVRMLMaterial::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 SoVRMLMaterial::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.

Member Data Documentation

   SoSFColor SoVRMLMaterial::diffuseColor
       The diffuse color component. Default value is (0.8, 0.8, 0.8).

   SoSFFloat SoVRMLMaterial::ambientIntensity
       The ambient intensity. Default value is 0.2.

   SoSFColor SoVRMLMaterial::specularColor
       The specular color component. Default value is (0, 0, 0).

   SoSFColor SoVRMLMaterial::emissiveColor
       The emissive color component. Default value is (0, 0, 0).

   SoSFFloat SoVRMLMaterial::shininess
       The shininess value. A number between 0 and 1. Default value is 0.2.

   SoSFFloat SoVRMLMaterial::transparency
       The material transparency. Valid range is from 0.0 (completely opaque) to 1.0 (completely
       transparent). Default value is 0.0.

Author

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