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When encountering nodes of this type during traversal, the coordinates it contains will be put on the state stack. Some shape nodes (for instance SoIndexedFaceSet, among many others) can then use these coordinates for explicit, detailed control of how textures are mapped to it's surfaces. More...
#include <Inventor/nodes/SoTextureCoordinate2.h>
Public Member Functions | |
virtual SoType | getTypeId (void) const |
SoTextureCoordinate2 (void) | |
virtual void | doAction (SoAction *action) |
virtual void | GLRender (SoGLRenderAction *action) |
virtual void | callback (SoCallbackAction *action) |
virtual void | pick (SoPickAction *action) |
Static Public Member Functions | |
static SoType | getClassTypeId (void) |
static void | initClass (void) |
Public Attributes | |
SoMFVec2f | point |
Protected Member Functions | |
virtual const SoFieldData * | getFieldData (void) const |
virtual | ~SoTextureCoordinate2 () |
Static Protected Member Functions | |
static const SoFieldData ** | getFieldDataPtr (void) |
When encountering nodes of this type during traversal, the coordinates it contains will be put on the state stack. Some shape nodes (for instance SoIndexedFaceSet, among many others) can then use these coordinates for explicit, detailed control of how textures are mapped to it's surfaces.
(If texturemapping is used without any SoTextureCoordinate2 nodes in the scenegraph leading up to a shape node, all shape types have default fallbacks. So SoTextureCoordinate2 nodes are only necessary to use if you are not satisfied with the default mapping.)
Note that an SoTextureCoordinate2 node will replace the coordinates already present in the state (if any).
Here's a very simple example (in Inventor scenegraph file format -- mapping it to sourcecode is straightforward) that shows how to set up two quadratic polygons, one mapped 1:1 to the texture, the other using only the upper left quarter of the texture:
Separator { Texture2 { image 6 8 3 0x00ff0000 0x00ff0000 0x000000ff 0x000000ff 0x00ff00ff 0x00ff00ff 0x00ff0000 0x00ff0000 0x000000ff 0x000000ff 0x00ff00ff 0x00ff00ff 0x00ff0000 0x00ff0000 0x000000ff 0x000000ff 0x00ff00ff 0x00ff00ff 0x0000ff00 0x0000ff00 0x0000ffff 0x0000ffff 0x0000ff00 0x0000ff00 0x0000ff00 0x0000ff00 0x0000ffff 0x0000ffff 0x0000ff00 0x0000ff00 0x00ffff00 0x00ffff00 0x000000ff 0x000000ff 0x00ffffff 0x00ffffff 0x00ffff00 0x00ffff00 0x000000ff 0x000000ff 0x00ffffff 0x00ffffff 0x00ffff00 0x00ffff00 0x000000ff 0x000000ff 0x00ffffff 0x00ffffff } Coordinate3 { point [ -1 -1 0, 1 -1 0, 1 1 0, -1 1 0 ] } # "1:1 mapping" to actual texture appearance. (Note that Y goes # from bottom to top, versus the common way of specifying bitmap # data from top to bottom.) TextureCoordinate2 { point [ 0 1, 1 1, 1 0, 0 0 ] } IndexedFaceSet { coordIndex [ 0, 1, 2, 3, -1 ] textureCoordIndex [ 0, 1, 2, 3, -1 ] } Translation { translation +4 0 0 } # Top left corner. TextureCoordinate2 { point [ 0 0.5, 0.5 0.5, 0.5 0, 0 0 ] } IndexedFaceSet { coordIndex [ 0, 1, 2, 3, -1 ] textureCoordIndex [ 0, 1, 2, 3, -1 ] } }
FILE FORMAT/DEFAULTS:
TextureCoordinate2 { point [ ] }
SoTextureCoordinate2::SoTextureCoordinate2 | ( | void | ) |
Constructor.
References point.
SoTextureCoordinate2::~SoTextureCoordinate2 | ( | ) | [protected, virtual] |
Destructor.
SoType SoTextureCoordinate2::getClassTypeId | ( | void | ) | [static] |
SoType SoTextureCoordinate2::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 ** SoTextureCoordinate2::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 * SoTextureCoordinate2::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 SoTextureCoordinate2::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.
References SoNode::VRML1.
void SoTextureCoordinate2::doAction | ( | SoAction * | action | ) | [virtual] |
This function performs the typical operation of a node for any action.
Reimplemented from SoNode.
References SoFieldContainer::get(), SoMField::getNum(), SoAction::getState(), SoMFVec2f::getValues(), and point.
Referenced by callback(), GLRender(), and pick().
void SoTextureCoordinate2::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(), SoFieldContainer::get(), SoNode::getNodeId(), SoMField::getNum(), SoAction::getState(), SoMFVec2f::getValues(), point, SoBase::staticDataLock(), and SoBase::staticDataUnlock().
void SoTextureCoordinate2::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().
void SoTextureCoordinate2::pick | ( | SoPickAction * | action | ) | [virtual] |
Action method for SoPickAction.
Does common processing for SoPickAction action instances.
Reimplemented from SoNode.
References doAction().
The set of 2D texture coordinates. Default value of field is an empty set.
Texture coordinates are usually specified in normalized coordinates, ie in the range [0, 1]. (0, 0) is the lower left corner, while (1, 1) is the upper right corner of the texture image. Coordinates outside the [0, 1] range can be used to repeat the texture across a surface.
Referenced by doAction(), GLRender(), and SoTextureCoordinate2().
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