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SoShadowDirectionalLight(3) | Coin | SoShadowDirectionalLight(3) |
NAME¶
SoShadowDirectionalLight - The SoShadowDirectionalLight class is a node for setting up a directional light which casts shadows.SYNOPSIS¶
#include <Inventor/annex/FXViz/nodes/SoShadowDirectionalLight.h> Inherits SoDirectionalLight.Public Member Functions¶
virtual SoType getTypeId (void) const
Static Public Member Functions¶
static SoType getClassTypeId (void)
Public Attributes¶
SoSFNode shadowMapScene
Protected Member Functions¶
virtual const SoFieldData * getFieldData (void) const
Static Protected Member Functions¶
static const SoFieldData ** getFieldDataPtr (void)
Additional Inherited Members¶
Detailed Description¶
The SoShadowDirectionalLight class is a node for setting up a directional light which casts shadows.DirectionalLight { direction 0 0 -1 intensity 0.2 } ShadowGroup { quality 1 # to get per pixel lighting precision 1 ShadowDirectionalLight { direction 1 1 -1 intensity 0.8 # enable this to reduce the shadow view distance # maxShadowDistance 200 } # 900 cubes spaced out over a fairly large area Array { origin CENTER numElements1 30 numElements2 30 numElements3 1 separation1 20 0 0 separation2 0 20 0 separation3 0 0 0 Material { diffuseColor 1 0 0 specularColor 1 1 1 } Cube { width 4 height 4 depth 4 } } # a chess board Coordinate3 { point [ -400 -400 -3, 400 -400 -3, 400 400 -3, -400 400 -3 ] } Material { specularColor 1 1 1 shininess 0.9 } Complexity { textureQuality 0.1 } Texture2 { image 2 2 3 0xffffff 0x225588 0x225588 0xffffff } Texture2Transform { scaleFactor 20 20 } FaceSet { numVertices 4 } }Since:
Coin 3.0
Constructor & Destructor Documentation¶
SoShadowDirectionalLight::SoShadowDirectionalLight (void)¶
Constructor.SoShadowDirectionalLight::~SoShadowDirectionalLight () [protected], [virtual]¶
Destructor.Member Function Documentation¶
SoType SoShadowDirectionalLight::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. Reimplemented from SoDirectionalLight.
const SoFieldData ** SoShadowDirectionalLight::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 SoDirectionalLight.const SoFieldData * SoShadowDirectionalLight::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 SoDirectionalLight.void SoShadowDirectionalLight::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 SoDirectionalLight.Author¶
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