.TH "SoMultiTextureMatrixElement" 3 "Thu May 29 2014" "Version 4.0.0a" "Coin" \" -*- nroff -*- .ad l .nh .SH NAME SoMultiTextureMatrixElement \- .PP The \fBSoMultiTextureMatrixElement\fP class is used to manage the texture matrix stack for texture units > 0\&. .PP The texture matrix is used to transform texture coordinates before being used to map textures onto polygons\&. .SH SYNOPSIS .br .PP .PP \fC#include \fP .PP Inherits \fBSoAccumulatedElement\fP\&. .PP Inherited by \fBSoGLMultiTextureMatrixElement\fP\&. .SS "Public Member Functions" .in +1c .ti -1c .RI "virtual void \fBinit\fP (\fBSoState\fP *state)" .br .ti -1c .RI "virtual void \fBpush\fP (\fBSoState\fP *state)" .br .in -1c .SS "Static Public Member Functions" .in +1c .ti -1c .RI "static \fBSoType\fP \fBgetClassTypeId\fP (void)" .br .ti -1c .RI "static int \fBgetClassStackIndex\fP (void)" .br .ti -1c .RI "static void * \fBcreateInstance\fP (void)" .br .ti -1c .RI "static void \fBinitClass\fP (void)" .br .ti -1c .RI "static void \fBset\fP (\fBSoState\fP *const state, \fBSoNode\fP *const node, const int unit, const \fBSbMatrix\fP &matrix)" .br .ti -1c .RI "static void \fBmult\fP (\fBSoState\fP *const state, \fBSoNode\fP *const node, const int unit, const \fBSbMatrix\fP &matrix)" .br .ti -1c .RI "static const \fBSbMatrix\fP & \fBget\fP (\fBSoState\fP *const state, const int unit=0)" .br .ti -1c .RI "static void \fBmakeIdentity\fP (\fBSoState\fP *const state, \fBSoNode\fP *const node, const int unit=0)" .br .ti -1c .RI "static void \fBset\fP (\fBSoState\fP *const state, \fBSoNode\fP *const node, const \fBSbMatrix\fP &matrix)" .br .ti -1c .RI "static void \fBmult\fP (\fBSoState\fP *const state, \fBSoNode\fP *const node, const \fBSbMatrix\fP &matrix)" .br .ti -1c .RI "static void \fBtranslateBy\fP (\fBSoState\fP *const state, \fBSoNode\fP *const node, const \fBSbVec3f\fP &translation)" .br .ti -1c .RI "static void \fBrotateBy\fP (\fBSoState\fP *const state, \fBSoNode\fP *const node, const \fBSbRotation\fP &rotation)" .br .ti -1c .RI "static void \fBscaleBy\fP (\fBSoState\fP *const state, \fBSoNode\fP *const node, const \fBSbVec3f\fP &scaleFactor)" .br .in -1c .SS "Protected Member Functions" .in +1c .ti -1c .RI "\fBSoMultiTextureMatrixElement\fP (void)" .br .ti -1c .RI "virtual \fB~SoMultiTextureMatrixElement\fP ()" .br .ti -1c .RI "int \fBgetNumUnits\fP () const " .br .ti -1c .RI "UnitData & \fBgetUnitData\fP (const int unit)" .br .ti -1c .RI "const UnitData & \fBgetUnitData\fP (const int unit) const " .br .ti -1c .RI "virtual void \fBmultElt\fP (const int unit, const \fBSbMatrix\fP &matrix)" .br .ti -1c .RI "virtual void \fBsetElt\fP (const int unit, const \fBSbMatrix\fP &matrix)" .br .ti -1c .RI "virtual const \fBSbMatrix\fP & \fBgetElt\fP (const int unit) const " .br .in -1c .SS "Additional Inherited Members" .SH "Detailed Description" .PP The \fBSoMultiTextureMatrixElement\fP class is used to manage the texture matrix stack for texture units > 0\&. .PP The texture matrix is used to transform texture coordinates before being used to map textures onto polygons\&. .PP \fBSince:\fP .RS 4 Coin 2\&.2 .RE .PP .SH "Constructor & Destructor Documentation" .PP .SS "SoMultiTextureMatrixElement::SoMultiTextureMatrixElement (void)\fC [protected]\fP" The constructor\&. .SS "SoMultiTextureMatrixElement::~SoMultiTextureMatrixElement (void)\fC [protected]\fP, \fC [virtual]\fP" The destructor\&. .SH "Member Function Documentation" .PP .SS "void * SoMultiTextureMatrixElement::createInstance (void)\fC [static]\fP" \fIThis API member is considered internal to the library, as it is not likely to be of interest to the application programmer\&.\fP .SS "void SoMultiTextureMatrixElement::init (\fBSoState\fP *state)\fC [virtual]\fP" This function initializes the element type in the given \fBSoState\fP\&. It is called for the first element of each enabled element type in \fBSoState\fP objects\&. .PP Reimplemented from \fBSoAccumulatedElement\fP\&. .PP Reimplemented in \fBSoGLMultiTextureMatrixElement\fP\&. .SS "void SoMultiTextureMatrixElement::push (\fBSoState\fP *state)\fC [virtual]\fP" This method is called every time a new element is required in one of the stacks\&. This happens when a writable element is requested, using \fBSoState::getElement()\fP or indirectly \fBSoElement::getElement()\fP, and the depth of the current element is less than the state depth\&. .PP Override this method if your element needs to copy data from the previous top of stack\&. The \fBpush()\fP method is called on the new element, and the previous element can be found using \fBSoElement::getNextInStack()\fP\&. .PP Reimplemented from \fBSoAccumulatedElement\fP\&. .PP Reimplemented in \fBSoGLMultiTextureMatrixElement\fP\&. .SS "void SoMultiTextureMatrixElement::mult (\fBSoState\fP *conststate, \fBSoNode\fP *constnode, const intunit, const \fBSbMatrix\fP &matrix)\fC [static]\fP" Multiplies \fImatrix\fP into the current texture matrix\&. .SS "const \fBSbMatrix\fP & SoMultiTextureMatrixElement::get (\fBSoState\fP *conststate, const intunit = \fC0\fP)\fC [static]\fP" Returns current texture matrix\&. .SS "void SoMultiTextureMatrixElement::multElt (const intunit, const \fBSbMatrix\fP &matrix)\fC [protected]\fP, \fC [virtual]\fP" virtual method which is called from \fBmult()\fP\&. Multiplies \fImatrix\fP into element matrix\&. .PP Reimplemented in \fBSoGLMultiTextureMatrixElement\fP\&. .SS "void SoMultiTextureMatrixElement::setElt (const intunit, const \fBSbMatrix\fP &matrix)\fC [protected]\fP, \fC [virtual]\fP" virtual method which is called from set()\&. Sets \fImatrix\fP intp element matrix\&. .PP Reimplemented in \fBSoGLMultiTextureMatrixElement\fP\&. .SS "const \fBSbMatrix\fP & SoMultiTextureMatrixElement::getElt (const intunit) const\fC [protected]\fP, \fC [virtual]\fP" Returns element matrix\&. Called from \fBget()\fP\&. .SH "Author" .PP Generated automatically by Doxygen for Coin from the source code\&.