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NAME SoVertexProperty SoVertProp "" { vertex property node }
INCLUDE nodes/SoVertexProperty.h
DESC {
This property node may be used to efficiently specify coordinates, normals,
texture coordinates, colors, transparency values, material
binding and normal binding for vertex-based shapes, i.e., shapes of
class \cSoVertexShape\.. An \cSoVertexProperty\. node can be used
as a child of a group node in a scene graph, in which case the
properties it specifies are inherited by subsequent shape nodes in the
graph. It can also be directly referenced as the \cVertexProperty\.
\cSoSFField\. of a vertex-based shape, bypassing scene graph inheritance.
\p
When directly referenced by a \vVertexProperty\. \cSoSFField\. of a vertex-based
shape, the \cSoVertexProperty\. node is the most efficient way of
specifying vertex-based shapes. Use of the directly referenced
\cSoVertexProperty\. node results in significantly faster scene
rendering than scene graph inheritance of vertex properties, provided all
required vertex properties are specified in the \cSoVertexProperty\.
node.
\p
Because the class \cSoVertexProperty\. is derived from \cSoNode\., a
vertex property node can be inserted as a child node in a scene graph.
When inserted as a node in a scene graph, the \cSoVertexProperty\. node is
traversed as any other property node and the properties it specifies are
inherited by subsequent shape nodes in the scene graph. It specifies
the current material and normal bindings, and can be used to specify
the current 3D
coordinates, the current normals, the current texture
coordinates, the current diffuse colors, and the current transparencies.
\p
All multiple-valued fields in the \cSoVertexProperty\. node are optional.
If a field is not present (i.e. if it has 0 values), then shapes that require
the missing information are required to obtain it from the current traversal
state. However, users are
cautioned that, for optimal performance, the vertex property node should
be referenced as the \vVertexProperty\. field of an \cSoVertexShape\.,
and should specify in its fields all values required to render that shape.
\p
The various fields in a vertex property node can be used in place of
corresponding fields in other property nodes, as follows: The \vvertex\. field
contains 3D coordinates, as in the \vpoint\. field of an
\cSoCoordinate3\.
node. The \vnormal\. field contains normal vectors, as in the
\vvector\.
field of the \vSoNormal\. node. The \vorderedRGBA\. field contains
packed colors in the hexadecimal format \c0xrrggbbaa\., where
\crr\. is the red value (between 00 and 0xFF hex)
\cgg\. is the green value (between 00 and 0xFF hex)
\cbb\. is the blue value (between 00 and 0xFF hex)
\caa\. is the alpha value (between 00 = transparent
and 0xFF = opaque).
The packed colors are equivalent to an \cSoPackedColor\. node, and
provide values for both diffuse color and transparency.
The \vtexCoord\. field replaces
the \vpoint\. field of the \cSoTextureCoordinate2\. node.
\p
If the
transparency type is \cSoGLRenderAction::SCREEN_DOOR\., only the
first transparency value will be used. With other transparency types,
multiple transparencies will be used.
\p
The \vmaterialBinding\. field replaces the \vvalue\. field of the
\cSoMaterialBinding\. node. The \vmaterialBinding\. field in a directly
referenced \cSoVertexProperty\. node has no effect unless there is a nonempty
\vorderedRGBA\. field, in which case the material binding specifies the
assignment of diffuse colors and alpha values to the shape.
The \vmaterialBinding\. field can take as value any of the material
bindings supported by Inventor.
\p
The \vnormalBinding\. field replaces the \vvalue\. field of the
\cSoNormalBinding\. node. The \vnormalBinding\. field of
a directly referenced \cSoVertexProperty\. node has no effect
unless there is a nonempty
\vnormal\. field, in which case the normal binding specifies the assignment
of normal vectors to the shape. The value of the \vnormalBinding\.
field can be any of the normal bindings supported by Inventor.
}
ENUM Binding {
OVERALL "Whole object has same material/normal",
PER_PART "One material/normal for each part of object",
PER_PART_INDEXED "One material/normal for each part, indexed",
PER_FACE "One material/normal for each face of object",
PER_FACE_INDEXED "One material/normal for each face, indexed",
PER_VERTEX "One material/normal for each vertex of object",
PER_VERTEX_INDEXED "One material/normal for each vertex, indexed"
}
FIELD vertex {vertex coordinate(s).}
FIELD normal {normal vector(s).}
FIELD orderedRGBA {packed color(s), including transparencies.}
FIELD texCoord {texture coordinate(s).}
FIELD normalBinding {normal binding.}
FIELD materialBinding {material binding.}
METHOD "" SoVertexProperty(){
Creates an SoVertexProperty node with default settings.
}
ACTION SoGLRenderAction, SoCallbackAction, SoPickAction {
When traversed in a scene graph, sets coordinates, normals, texture coordinates,
diffuse colors, transparency, normal binding and material binding in current
traversal state. If not traversed, has no effect on current traversal state
associated with action. The normalBinding field has no effect if there
are no normals. The materialBinding has no effect if there are no
packed colors.
}
ACTION SoGetBoundingBoxAction {
When traversed in a scene graph, sets coordinates in current traversal
state. If not traversed, has no effect on current traversal state
associated with action.
}
ALSO {
SoIndexedTriangleStripSet
SoIndexedFaceSet
SoIndexedLineSet
SoTriangleStripSet
SoLineSet
SoFaceSet
SoPointSet
SoQuadMesh
SoVertexShape
SoIndexedShape
SoNonindexedShape
}
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