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By inserting SoComplexity nodes in the scene graph, you can control the accuracy by which complex shapes are rendered and the quality of the texture mapping used for geometry in the scene. More...
#include <Inventor/nodes/SoComplexity.h>
Public Types | |
enum | Type { OBJECT_SPACE = SoComplexityTypeElement::OBJECT_SPACE, SCREEN_SPACE = SoComplexityTypeElement::SCREEN_SPACE, BOUNDING_BOX = SoComplexityTypeElement::BOUNDING_BOX } |
Public Member Functions | |
virtual SoType | getTypeId (void) const |
SoComplexity (void) | |
virtual void | doAction (SoAction *action) |
virtual void | callback (SoCallbackAction *action) |
virtual void | getBoundingBox (SoGetBoundingBoxAction *action) |
virtual void | GLRender (SoGLRenderAction *action) |
virtual void | pick (SoPickAction *action) |
virtual void | getPrimitiveCount (SoGetPrimitiveCountAction *action) |
Static Public Member Functions | |
static SoType | getClassTypeId (void) |
static void | initClass (void) |
Public Attributes | |
SoSFEnum | type |
SoSFFloat | value |
SoSFFloat | textureQuality |
Protected Member Functions | |
virtual const SoFieldData * | getFieldData (void) const |
virtual | ~SoComplexity () |
Static Protected Member Functions | |
static const SoFieldData ** | getFieldDataPtr (void) |
By inserting SoComplexity nodes in the scene graph, you can control the accuracy by which complex shapes are rendered and the quality of the texture mapping used for geometry in the scene.
Shape nodes like SoCone, SoSphere, SoCylinder and others, will render with fewer polygons and thereby improve performance, if the complexity value of the traversal state is set to a lower value.
By using the SoComplexity::type field, you may also choose to render the scene graph (or parts of it) just as wireframe bounding boxes. This will improve rendering performance a lot, and can sometimes be used in particular situations where responsiveness is more important than appearance.
Texture mapping can be done in an expensive but attractive looking manner, or in a quick way which doesn't look as appealing by modifying the value of the SoComplexity::textureQuality field. By setting the SoComplexity::textureQuality field to a value of 0.0, you can also turn texturemapping completely off.
FILE FORMAT/DEFAULTS:
Complexity { type OBJECT_SPACE value 0.5 textureQuality 0.5 }
enum SoComplexity::Type |
The available values for the SoComplexity::type field.
OBJECT_SPACE | Use the SoComplexity::value in calculations based on the geometry's size in world-space 3D. |
SCREEN_SPACE | Use the SoComplexity::value in calculations based on the geometry's size when projected onto the rendering area. This is often a good way to make sure that objects are rendered with as low complexity as possible while still retaining their appearance for the user. |
BOUNDING_BOX | Render further geometry in the scene graph as bounding boxes only for superfast rendering. |
SoComplexity::SoComplexity | ( | void | ) |
Constructor.
References BOUNDING_BOX, OBJECT_SPACE, SCREEN_SPACE, textureQuality, type, and value.
SoComplexity::~SoComplexity | ( | ) | [protected, virtual] |
Destructor.
SoType SoComplexity::getClassTypeId | ( | void | ) | [static] |
SoType SoComplexity::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 ** SoComplexity::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 * SoComplexity::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 SoComplexity::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 SoComplexity::doAction | ( | SoAction * | action | ) | [virtual] |
This function performs the typical operation of a node for any action.
Reimplemented from SoNode.
References SoOverrideElement::getComplexityOverride(), SoOverrideElement::getComplexityTypeOverride(), SoAction::getState(), SoSFEnum::getValue(), SoSFFloat::getValue(), SoField::isIgnored(), SoNode::isOverride(), SoFieldContainer::set(), SoOverrideElement::setComplexityOverride(), SoOverrideElement::setComplexityTypeOverride(), type, and value.
Referenced by callback(), getBoundingBox(), GLRender(), and pick().
void SoComplexity::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.
References doAction(), SoAction::getState(), SoSFFloat::getValue(), SoField::isIgnored(), SoFieldContainer::set(), and textureQuality.
void SoComplexity::getBoundingBox | ( | SoGetBoundingBoxAction * | action | ) | [virtual] |
Action method for the SoGetBoundingBoxAction.
Calculates bounding box and center coordinates for node and modifies the values of the action to encompass the bounding box for this node and to shift the center point for the scene more towards the one for this node.
Nodes influencing how geometry nodes calculates their bounding box also overrides this method to change the relevant state variables.
Reimplemented from SoNode.
References doAction().
void SoComplexity::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.
References doAction(), SoAction::getState(), SoSFFloat::getValue(), SoField::isIgnored(), SoNode::isOverride(), SoFieldContainer::set(), and textureQuality.
void SoComplexity::pick | ( | SoPickAction * | action | ) | [virtual] |
Action method for SoPickAction.
Does common processing for SoPickAction action instances.
Reimplemented from SoNode.
References doAction().
void SoComplexity::getPrimitiveCount | ( | SoGetPrimitiveCountAction * | action | ) | [virtual] |
Action method for the SoGetPrimitiveCountAction.
Calculates the number of triangle, line segment and point primitives for the node and adds these to the counters of the action.
Nodes influencing how geometry nodes calculates their primitive count also overrides this method to change the relevant state variables.
Reimplemented from SoNode.
References SoOverrideElement::getComplexityOverride(), SoAction::getState(), SoSFFloat::getValue(), SoField::isIgnored(), and value.
Set rendering type. Default value is SoComplexity::OBJECT_SPACE.
Referenced by doAction(), and SoComplexity().
Complexity value, valid settings range from 0.0 (worst appearance, best perfomance) to 1.0 (optimal appearance, lowest rendering speed). Default value for the field is 0.5.
Note that without any SoComplexity nodes in the scene graph, geometry will render as if there was a SoComplexity node present with SoComplexity::value set to 1.0.
Referenced by doAction(), getPrimitiveCount(), and SoComplexity().
Sets the quality value for texturemapping. Valid range is from 0.0 (texturemapping off, rendering will be much faster for most platforms) to 1.0 (best quality, rendering might be slow).
The same value for this field on different platforms can yield varying results, depending on the quality of the underlying rendering hardware.
Note that this field influences the behavior of the SoTexture2 node, not the shape nodes. There is an important consequence of this that the application programmer need to know about: you need to insert your SoComplexity node(s) before the SoTexture2 node(s) in the scenegraph for them to have any influence on the textured shapes.
Referenced by callback(), GLRender(), and SoComplexity().
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