man SoVRMLMaterial (Fonctions bibliothèques) -

NAME

SoVRMLMaterial -

SYNOPSIS



#include <Inventor/VRMLnodes/SoVRMLMaterial.h>

Inherits SoNode.

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]
  }
  .fi


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-IS-VRML97WithAmendment1/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.

Public Member Functions

virtual SoType getTypeId (void) const

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)

Constructor & Destructor Documentation

SoVRMLMaterial::SoVRMLMaterial (void)

Constructor.

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

Destructor.

Member Function Documentation

SoType SoVRMLMaterial::getClassTypeId (void) [static]

This static method returns the SoType object associated with objects of this class.

Reimplemented from SoNode.

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
    }
    else if (node->getTypeId().isOfType(SoGroup::getClassTypeId())) {
      SoGroup * group = (SoGroup *)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::getFieldDataPtr (void) [static, protected]

This API member is considered internal to the library, as it is not likely to be of interest to the application programmer.

Reimplemented from SoNode.

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::initClass (void) [static]

Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system.

Reimplemented from SoNode.

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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