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SoTextureCoordinate2(3) Coin SoTextureCoordinate2(3)

NAME

SoTextureCoordinate2 -
The SoTextureCoordinate2 class contains a set of coordinates for the mapping of 2D textures.
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.

SYNOPSIS

#include <Inventor/nodes/SoTextureCoordinate2.h>
Inherits SoNode.

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. 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)
 

Additional Inherited Members

Detailed Description

The SoTextureCoordinate2 class contains a set of coordinates for the mapping of 2D textures.
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 [  ]
}
See also:
SoTextureCoordinateFunction, SoTextureCoordinateBinding

Constructor & Destructor Documentation

SoTextureCoordinate2::SoTextureCoordinate2 (void)

Constructor.

SoTextureCoordinate2::~SoTextureCoordinate2 () [protected], [virtual]

Destructor.

Member Function Documentation

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
  }
}
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::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::doAction ( SoAction *action) [virtual]

This function performs the typical operation of a node for any action.
Reimplemented from SoNode.

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.

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.

void SoTextureCoordinate2::pick ( SoPickAction *action) [virtual]

Action method for SoPickAction.
Does common processing for SoPickAction action instances.
Reimplemented from SoNode.

Member Data Documentation

SoMFVec2f SoTextureCoordinate2::point

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.
See also:
SoTexure2::wrapS, SoTexture2::wrapT

Author

Generated automatically by Doxygen for Coin from the source code.
Thu May 29 2014 Version 4.0.0a