.TH "SoTextureCoordinatePlane" 3 "Thu May 29 2014" "Version 4.0.0a" "Coin" \" -*- nroff -*- .ad l .nh .SH NAME SoTextureCoordinatePlane \- .PP The \fBSoTextureCoordinatePlane\fP class generates texture coordinates by projecting onto a plane\&. .PP \fBSoTextureCoordinatePlane\fP is used for generating texture coordinates by projecting the object onto a texture plane\&. The s, t and r texture coordinates are computed as the distance from the origin to the projected point, in the respective directions\&. The texture plane is specified using two direction vectors, given as \fBSoTextureCoordinatePlane::directionS\fP and \fBSoTextureCoordinatePlane::directionT\fP in object space coordinates\&. \fBSoTextureCoordinatePlane::directionR\fP is used for generating the third coordinate, and can be used for generating texture coordinate for 3D textures\&. For 2D textures you can just leave this field alone\&. .SH SYNOPSIS .br .PP .PP \fC#include \fP .PP Inherits \fBSoTextureCoordinateFunction\fP\&. .SS "Public Member Functions" .in +1c .ti -1c .RI "virtual \fBSoType\fP \fBgetTypeId\fP (void) const " .br .RI "\fIReturns the type identification of an object derived from a class inheriting \fBSoBase\fP\&. This is used for run-time type checking and 'downward' casting\&. \fP" .ti -1c .RI "\fBSoTextureCoordinatePlane\fP (void)" .br .ti -1c .RI "virtual void \fBdoAction\fP (\fBSoAction\fP *action)" .br .ti -1c .RI "virtual void \fBGLRender\fP (\fBSoGLRenderAction\fP *action)" .br .ti -1c .RI "virtual void \fBpick\fP (\fBSoPickAction\fP *action)" .br .ti -1c .RI "virtual void \fBcallback\fP (\fBSoCallbackAction\fP *action)" .br .in -1c .SS "Static Public Member Functions" .in +1c .ti -1c .RI "static \fBSoType\fP \fBgetClassTypeId\fP (void)" .br .ti -1c .RI "static void \fBinitClass\fP (void)" .br .in -1c .SS "Public Attributes" .in +1c .ti -1c .RI "\fBSoSFVec3f\fP \fBdirectionS\fP" .br .ti -1c .RI "\fBSoSFVec3f\fP \fBdirectionT\fP" .br .ti -1c .RI "\fBSoSFVec3f\fP \fBdirectionR\fP" .br .in -1c .SS "Protected Member Functions" .in +1c .ti -1c .RI "virtual const \fBSoFieldData\fP * \fBgetFieldData\fP (void) const " .br .ti -1c .RI "virtual \fB~SoTextureCoordinatePlane\fP ()" .br .in -1c .SS "Static Protected Member Functions" .in +1c .ti -1c .RI "static const \fBSoFieldData\fP ** \fBgetFieldDataPtr\fP (void)" .br .in -1c .SS "Additional Inherited Members" .SH "Detailed Description" .PP The \fBSoTextureCoordinatePlane\fP class generates texture coordinates by projecting onto a plane\&. .PP \fBSoTextureCoordinatePlane\fP is used for generating texture coordinates by projecting the object onto a texture plane\&. The s, t and r texture coordinates are computed as the distance from the origin to the projected point, in the respective directions\&. The texture plane is specified using two direction vectors, given as \fBSoTextureCoordinatePlane::directionS\fP and \fBSoTextureCoordinatePlane::directionT\fP in object space coordinates\&. \fBSoTextureCoordinatePlane::directionR\fP is used for generating the third coordinate, and can be used for generating texture coordinate for 3D textures\&. For 2D textures you can just leave this field alone\&. The length of the vector determines the repeat interval of the texture per unit length\&. .PP A simple usage example: .PP .PP .nf SoSeparator *root = new SoSeparator; root->ref(); // the texture image SoTexture2 *tex = new SoTexture2; tex->filename\&.setValue("foo\&.png"); root->addChild(tex); // the texture plane SoTextureCoordinatePlane *texPlane = new SoTextureCoordinatePlane; texPlane->directionS\&.setValue(SbVec3f(1,0,0)); texPlane->directionT\&.setValue(SbVec3f(0,1,0)); root->addChild(texPlane); // add a simple cube SoCube * c = new SoCube; c->width\&.setValue(1\&.0); c->height\&.setValue(1\&.0) c->depth\&.setValue(1\&.0); root->addChild(new SoCube); .fi .PP .PP Here, we are projecting a texture onto a cube\&. The texture coordinate plane is specified by directionS = (1,0,0) and directionT = (0,1,0), meaning that it is parallel to the front face of the cube\&. Setting e\&.g\&. directionS = (0,1,0) and directionT = (-1,0,0) would rotate the texture counterclockwise by 90 degrees\&. Setting them to ((2,0,0), (0,2,0)) results to the texture being repeated twice per unit, so the texture appears four times on the 1x1 face\&. .PP Note that when you transform the cube, the transformation will also affect the texture - it will be transformed vs\&. the rest of the world, but appear 'fixed' on the object\&. If you want to change the placement of the texture on the object, you have to insert a \fBSoTexture2Transform\fP node before the texture coordinate plane\&. For instance in the example above, since the cube is centered in its coordinate system, the lower left corner of the texture appears to be in the middle of the face\&. To move the texture's origin to coincide with the lower left corner of the face, insert .PP .PP .nf SoTexture2Transform * tf = new SoTexture2Transform; tf->translation\&.setValue(-0\&.5,-0\&.5); root->addChild(tf); .fi .PP .PP before adding the texture coordinate plane\&. .PP \fBFILE FORMAT/DEFAULTS:\fP .PP .nf TextureCoordinatePlane { directionS 1 0 0 directionT 0 1 0 } .fi .PP .SH "Constructor & Destructor Documentation" .PP .SS "SoTextureCoordinatePlane::SoTextureCoordinatePlane (void)" Constructor\&. .SS "SoTextureCoordinatePlane::~SoTextureCoordinatePlane ()\fC [protected]\fP, \fC [virtual]\fP" Destructor\&. .SH "Member Function Documentation" .PP .SS "\fBSoType\fP SoTextureCoordinatePlane::getTypeId (void) const\fC [virtual]\fP" .PP Returns the type identification of an object derived from a class inheriting \fBSoBase\fP\&. This is used for run-time type checking and 'downward' casting\&. Usage example: .PP .PP .nf void foo(SoNode * node) { if (node->getTypeId() == SoFile::getClassTypeId()) { SoFile * filenode = (SoFile *)node; // safe downward cast, knows the type } } .fi .PP .PP For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in \fIall\fP 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 \fBInventor/nodes/SoSubNode\&.h\fP (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine\&.h (for engine classes) and so on\&. .PP For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups\&. .PP Reimplemented from \fBSoTextureCoordinateFunction\fP\&. .SS "const \fBSoFieldData\fP * SoTextureCoordinatePlane::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 \fCNULL\fP\&. .PP Reimplemented from \fBSoTextureCoordinateFunction\fP\&. .SS "void SoTextureCoordinatePlane::doAction (\fBSoAction\fP *action)\fC [virtual]\fP" This function performs the typical operation of a node for any action\&. .PP Reimplemented from \fBSoNode\fP\&. .SS "void SoTextureCoordinatePlane::GLRender (\fBSoGLRenderAction\fP *action)\fC [virtual]\fP" Action method for the \fBSoGLRenderAction\fP\&. .PP 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\&. .PP Reimplemented from \fBSoNode\fP\&. .SS "void SoTextureCoordinatePlane::pick (\fBSoPickAction\fP *action)\fC [virtual]\fP" Action method for \fBSoPickAction\fP\&. .PP Does common processing for \fBSoPickAction\fP \fIaction\fP instances\&. .PP Reimplemented from \fBSoNode\fP\&. .SS "void SoTextureCoordinatePlane::callback (\fBSoCallbackAction\fP *action)\fC [virtual]\fP" Action method for \fBSoCallbackAction\fP\&. .PP Simply updates the state according to how the node behaves for the render action, so the application programmer can use the \fBSoCallbackAction\fP for extracting information about the scene graph\&. .PP Reimplemented from \fBSoNode\fP\&. .SH "Member Data Documentation" .PP .SS "\fBSoSFVec3f\fP SoTextureCoordinatePlane::directionS" The S texture coordinate plane direction\&. The length of the vector determines the repeat interval of the texture per unit length\&. .SS "\fBSoSFVec3f\fP SoTextureCoordinatePlane::directionT" The T texture coordinate plane direction\&. The length of the vector determines the repeat interval of the texture per unit length\&. .SS "\fBSoSFVec3f\fP SoTextureCoordinatePlane::directionR" The R texture coordinate plane direction\&. The length of the vector determines the repeat interval of the texture per unit length\&. .SH "Author" .PP Generated automatically by Doxygen for Coin from the source code\&.