SYNOPSIS

#include <Inventor/nodes/SoEnvironment.h>

Inherits SoNode.

Public Types

enum FogType { NONE = SoEnvironmentElement::NONE, HAZE = SoEnvironmentElement::HAZE, FOG = SoEnvironmentElement::FOG, SMOKE = SoEnvironmentElement::SMOKE }

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. SoEnvironment (void)

virtual void GLRender (SoGLRenderAction *action)

virtual void callback (SoCallbackAction *action)

Static Public Member Functions

static SoType getClassTypeId (void)

static void initClass (void)

Public Attributes

SoSFFloat ambientIntensity

SoSFColor ambientColor

SoSFVec3f attenuation

SoSFEnum fogType

SoSFColor fogColor

SoSFFloat fogVisibility

Protected Member Functions

virtual const SoFieldData * getFieldData (void) const

virtual ~SoEnvironment ()

Static Protected Member Functions

static const SoFieldData ** getFieldDataPtr (void)

Additional Inherited Members

Detailed Description

The SoEnvironment class is a node for specifying global rendering parameters.

This node type provides the application programmer with the ability to set global parameters influencing lighting and fog.

FILE FORMAT/DEFAULTS:

Environment {
    ambientIntensity 0.2
    ambientColor 1 1 1
    attenuation 0 0 1
    fogType NONE
    fogColor 1 1 1
    fogVisibility 0
}

Member Enumeration Documentation

enum \fBSoEnvironment::FogType\fP

Enumeration of available types of fog.

Enumerator

NONE

No fog. Visibility will be equal for all objects, independent of distance to camera.

HAZE

Fog where visibility will decrease linearly with distance to camera.

FOG

Fog where visibility will decrease exponentially with distance to camera.

SMOKE

Fog where visibility will decrease exponentially with the square of the distance to camera (simulating really thick fog).

Constructor & Destructor Documentation

SoEnvironment::SoEnvironment (void)

Constructor.

SoEnvironment::~SoEnvironment ()\fC [protected]\fP, \fC [virtual]\fP

Destructor.

Member Function Documentation

\fBSoType\fP SoEnvironment::getTypeId (void) const\fC [virtual]\fP

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.

Implements SoBase.

const \fBSoFieldData\fP * SoEnvironment::getFieldData (void) const\fC [protected]\fP, \fC [virtual]\fP

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 SoEnvironment::GLRender (\fBSoGLRenderAction\fP *action)\fC [virtual]\fP

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 SoEnvironment::callback (\fBSoCallbackAction\fP *action)\fC [virtual]\fP

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

\fBSoSFFloat\fP SoEnvironment::ambientIntensity

A global ambient value for the light intensity for the complete scene. This will provide some light even when there are no light sources defined for the scene.

Valid values is from 0.0 (no ambient light) to 1.0 (full ambient light intensity). Default value is 0.2.

\fBSoSFColor\fP SoEnvironment::ambientColor

The color of the global ambient light. Defaults to full intensity white, ie <1.0, 1.0, 1.0>.

Each component of this RGB vector is multiplied with the scalar value of SoEnvironment::ambientIntensity.

\fBSoSFVec3f\fP SoEnvironment::attenuation

Squared, linear, and constant light attenuation coefficients (in that order). Please note that this is the reverse order of how attenuation is usually specified.

\fBSoSFEnum\fP SoEnvironment::fogType

The fog model. See SoEnvironment::FoType.

\fBSoSFColor\fP SoEnvironment::fogColor

Color of fog. Defaults to full intensity white.

\fBSoSFFloat\fP SoEnvironment::fogVisibility

The 'cut-off' distance from the camera where objects will be totally obscured by fog. If set to 0.0, the far plane distance will be used instead.

Default value is 0.0.

Author

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