trusty (3) SoVRMLMaterial.3.gz

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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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