man SoVRMLPointLight (Fonctions bibliothèques) -

NAME

SoVRMLPointLight -

SYNOPSIS



#include <Inventor/VRMLnodes/SoVRMLPointLight.h>

Inherits SoVRMLLight.

Detailed Description

The SoVRMLPointLight class is used to represent a point light.

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:.

  PointLight {
    exposedField SFFloat ambientIntensity  0       # [0,1]
    exposedField SFVec3f attenuation       1 0 0   # [0, inf)
    exposedField SFColor color             1 1 1   # [0,1]
    exposedField SFFloat intensity         1       # [0,1]
    exposedField SFVec3f location          0 0 0   # (-inf, inf)
    exposedField SFBool  on                TRUE
    exposedField SFFloat radius            100     # [0, inf)
  }
  .fi


The PointLight node specifies a point light source at a 3D location in the local coordinate system. A point light source emits light equally in all directions; that is, it is omnidirectional. PointLight nodes are specified in the local coordinate system and are affected by ancestor transformations. Subclause 4.6.6, Light sources (<http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-IS-VRML97WithAmendment1/part1/concepts.html#4.6.6>), contains a detailed description of the ambientIntensity, color, and intensity fields.

A PointLight node illuminates geometry within radius metres of its location. Both radius and location are affected by ancestors' transformations (scales affect radius and transformations affect location).

The radius field shall be greater than or equal to zero. PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor is 1/ max(attenuation[0] + attenuation[1]×r + attenuation[2]×r2, 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-IS-VRML97WithAmendment1/part1/concepts.html#4.14>). 

Public Member Functions

virtual SoType getTypeId (void) const

SoVRMLPointLight (void)

virtual void GLRender (SoGLRenderAction *action)

Static Public Member Functions

static SoType getClassTypeId (void)

static void initClass (void)

Public Attributes

SoSFVec3f location

SoSFFloat radius

SoSFVec3f attenuation

Protected Member Functions

virtual const SoFieldData * getFieldData (void) const

virtual ~SoVRMLPointLight ()

Static Protected Member Functions

static const SoFieldData ** getFieldDataPtr (void)

Constructor & Destructor Documentation

SoVRMLPointLight::SoVRMLPointLight (void)

Constructor.

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

Destructor.

Member Function Documentation

SoType SoVRMLPointLight::getClassTypeId (void) [static]

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

Reimplemented from SoVRMLLight.

SoType SoVRMLPointLight::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.

Reimplemented from SoVRMLLight.

const SoFieldData ** SoVRMLPointLight::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 SoVRMLLight.

const SoFieldData * SoVRMLPointLight::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 SoVRMLPointLight::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 SoVRMLLight.

void SoVRMLPointLight::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 SoVRMLPointLight::location

Point light position.

SoSFFloat SoVRMLPointLight::radius

Radius of point light.

SoSFVec3f SoVRMLPointLight::attenuation

The point light attenuation.

Author

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