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NAME

       SoVRMLSpotLight -

       The SoVRMLSpotLight class defines a spot light source.

       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/SoVRMLSpotLight.h>

       Inherits SoVRMLLight.

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

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

   Public Attributes
       SoSFVec3f location
       SoSFVec3f direction
       SoSFFloat beamWidth
       SoSFFloat cutOffAngle
       SoSFFloat radius
       SoSFVec3f attenuation

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

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

   Additional Inherited Members

Detailed Description

       The SoVRMLSpotLight class defines a spot light source.

       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:

       SpotLight {
         exposedField SFFloat ambientIntensity  0         # [0,1]
         exposedField SFVec3f attenuation       1 0 0     # [0,inf)
         exposedField SFFloat beamWidth         1.570796  # (0,pi/2]
         exposedField SFColor color             1 1 1     # [0,1]
         exposedField SFFloat cutOffAngle       0.785398  # (0,pi/2]
         exposedField SFVec3f direction         0 0 -1    # (-inf, inf)
         exposedField SFFloat intensity         1         # [0,1]
         exposedField SFVec3f location          0 0 0     # (-inf, inf)
         exposedField SFBool  on                TRUE
         exposedField SFFloat radius            100       # [0, inf)
       }

       The SpotLight node defines a light source that emits light from a specific point along a
       specific direction vector and constrained within a solid angle. Spotlights may illuminate
       geometry nodes that respond to light sources and intersect the solid angle defined by the
       SpotLight. Spotlight nodes are specified in the local coordinate system and are affected
       by ancestors' transformations.

       A detailed description of ambientIntensity, color, intensity, and VRML's lighting
       equations is provided in 4.6.6, Light sources
       (http://www.web3d.org/x3d/specifications/vrml/ISO-
       IEC-14772-VRML97/part1/concepts.html#4.6.6). More information on lighting concepts can be
       found in 4.14, Lighting model (http://www.web3d.org/x3d/specifications/vrml/ISO-
       IEC-14772-VRML97/part1/concepts.html#4.14), including a detailed description of the VRML
       lighting equations.

       The location field specifies a translation offset of the centre point of the light source
       from the light's local coordinate system origin. This point is the apex of the solid angle
       which bounds light emission from the given light source.

       The direction field specifies the direction vector of the light's central axis defined in
       the local coordinate system.

       The on field specifies whether the light source emits light. If on is TRUE, the light
       source is emitting light and may illuminate geometry in the scene. If on is FALSE, the
       light source does not emit light and does not illuminate any geometry.

       The radius field specifies the radial extent of the solid angle and the maximum distance
       from location that may be illuminated by the light source. The light source does not emit
       light outside this radius. The radius shall be greater than or equal to zero.

       Both radius and location are affected by ancestors' transformations (scales affect radius
       and transformations affect location).

       The cutOffAngle field specifies the outer bound of the solid angle. The light source does
       not emit light outside of this solid angle.

       The beamWidth field specifies an inner solid angle in which the light source emits light
       at uniform full intensity. The light source's emission intensity drops off from the inner
       solid angle (beamWidth) to the outer solid angle (cutOffAngle) as described in the
       following equations:

       angle = the angle between the Spotlight's direction vector
               and the vector from the Spotlight location to the point
               to be illuminated

       if (angle >= cutOffAngle):
         multiplier = 0
       else if (angle <= beamWidth):
         multiplier = 1
       else:
         multiplier = (angle - cutOffAngle) / (beamWidth - cutOffAngle)

       intensity(angle) = SpotLight.intensity × multiplier

       If the beamWidth is greater than the cutOffAngle, beamWidth is defined to be equal to the
       cutOffAngle and the light source emits full intensity within the entire solid angle
       defined by cutOffAngle. Both beamWidth and cutOffAngle shall be greater than 0.0 and less
       than or equal to pi/2.

       Figure 6.16 depicts the beamWidth, cutOffAngle, direction, location, and radius fields of
       the SpotLight node.

         Figure 6.16 -- SpotLight node

       SpotLight illumination falls off with distance as specified by three attenuation
       coefficients. The attenuation factor is

       1/max(attenuation[0] + attenuation[1]×r + attenuation[2]×r^2 , 1),

       where r is the distance from the light to the surface being illuminated. The default is no
       attenuation. An attenuation value of (0, 0, 0) is identical to (1, 0, 0). Attenuation
       values shall be greater than or equal to zero. A detailed description of VRML's lighting
       equations is contained in 4.14, Lighting model
       (http://www.web3d.org/x3d/specifications/vrml/ISO-
       IEC-14772-VRML97/part1/concepts.html#4.14).

Constructor & Destructor Documentation

   SoVRMLSpotLight::SoVRMLSpotLight (void)
       Constructor.

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

Member Function Documentation

   SoType SoVRMLSpotLight::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 SoVRMLLight.

   const SoFieldData * SoVRMLSpotLight::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 SoVRMLLight.

   void SoVRMLSpotLight::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 SoVRMLLight.

Member Data Documentation

   SoSFVec3f SoVRMLSpotLight::location
       The light position. Default value is (0, 0, 0).

   SoSFVec3f SoVRMLSpotLight::direction
       The light direction. Default value is (0, 0, 1).

   SoSFFloat SoVRMLSpotLight::beamWidth
       The spot beam width. Default value is PI/2.

   SoSFFloat SoVRMLSpotLight::cutOffAngle
       The spot light cut off angle. Default value is PI/4.

   SoSFFloat SoVRMLSpotLight::radius
       The light radius. Light is not emitted past it. Default value is 100.

   SoSFVec3f SoVRMLSpotLight::attenuation
       The attenuiation vector. Default value is (1, 0, 0).

Author

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