NAME
SoComplexity -
The SoComplexity class is a node type which is used to set the tradeoff
between quality and performance.
By inserting SoComplexity nodes in the scene graph, you can control the
accuracy by which complex shapes are rendered and the quality of the
texture mapping used for geometry in the scene.
SYNOPSIS
#include <Inventor/nodes/SoComplexity.h>
Inherits SoNode.
Public Types
enum Type { OBJECT_SPACE = SoComplexityTypeElement::OBJECT_SPACE,
SCREEN_SPACE = SoComplexityTypeElement::SCREEN_SPACE, BOUNDING_BOX
= SoComplexityTypeElement::BOUNDING_BOX }
Public Member Functions
SoComplexity (void)
virtual void doAction (SoAction *action)
virtual void callback (SoCallbackAction *action)
virtual void getBoundingBox (SoGetBoundingBoxAction *action)
virtual void GLRender (SoGLRenderAction *action)
virtual void pick (SoPickAction *action)
virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)
Static Public Member Functions
static void initClass (void)
Public Attributes
SoSFEnum type
SoSFFloat value
SoSFFloat textureQuality
Protected Member Functions
virtual ~SoComplexity ()
Detailed Description
The SoComplexity class is a node type which is used to set the tradeoff
between quality and performance.
By inserting SoComplexity nodes in the scene graph, you can control the
accuracy by which complex shapes are rendered and the quality of the
texture mapping used for geometry in the scene.
Shape nodes like SoCone, SoSphere, SoCylinder and others, will render
with fewer polygons and thereby improve performance, if the complexity
value of the traversal state is set to a lower value.
By using the SoComplexity::type field, you may also choose to render
the scene graph (or parts of it) just as wireframe bounding boxes. This
will improve rendering performance a lot, and can sometimes be used in
particular situations where responsiveness is more important than
appearance.
Texture mapping can be done in an expensive but attractive looking
manner, or in a quick way which doesn’t look as appealing by modifying
the value of the SoComplexity::textureQuality field. By setting the
SoComplexity::textureQuality field to a value of 0.0, you can also turn
texturemapping completely off.
FILE FORMAT/DEFAULTS:
Complexity {
type OBJECT_SPACE
value 0.5
textureQuality 0.5
}
Member Enumeration Documentation
enum SoComplexity::Type The available values for the SoComplexity::type
field.
Enumerator:
OBJECT_SPACE
Use the SoComplexity::value in calculations based on the
geometry’s size in world-space 3D.
SCREEN_SPACE
Use the SoComplexity::value in calculations based on the
geometry’s size when projected onto the rendering area. This is
often a good way to make sure that objects are rendered with as
low complexity as possible while still retaining their
appearance for the user.
BOUNDING_BOX
Render further geometry in the scene graph as bounding boxes
only for superfast rendering.
Constructor & Destructor Documentation
SoComplexity::SoComplexity (void) Constructor.
SoComplexity::~SoComplexity () [protected, virtual] Destructor.
Member Function Documentation
void SoComplexity::initClass (void) [static] Sets up initialization for
data common to all instances of this class, like submitting necessary
information to the Coin type system.
Reimplemented from SoNode.
void SoComplexity::doAction (SoAction * action) [virtual] This function
performs the typical operation of a node for any action.
Reimplemented from SoNode.
void SoComplexity::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 SoComplexity::getBoundingBox (SoGetBoundingBoxAction * action)
[virtual] Action method for the SoGetBoundingBoxAction.
Calculates bounding box and center coordinates for node and modifies
the values of the action to encompass the bounding box for this node
and to shift the center point for the scene more towards the one for
this node.
Nodes influencing how geometry nodes calculates their bounding box also
overrides this method to change the relevant state variables.
Reimplemented from SoNode.
void SoComplexity::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 SoComplexity::pick (SoPickAction * action) [virtual] Action method for
SoPickAction.
Does common processing for SoPickAction action instances.
Reimplemented from SoNode.
void SoComplexity::getPrimitiveCount (SoGetPrimitiveCountAction * action)
[virtual] Action method for the SoGetPrimitiveCountAction.
Calculates the number of triangle, line segment and point primitives
for the node and adds these to the counters of the action.
Nodes influencing how geometry nodes calculates their primitive count
also overrides this method to change the relevant state variables.
Reimplemented from SoNode.
Member Data Documentation
SoSFEnum SoComplexity::type Set rendering type. Default value is
SoComplexity::OBJECT_SPACE.
SoSFFloat SoComplexity::value Complexity value, valid settings range from
0.0 (worst appearance, best performance) to 1.0 (optimal appearance,
lowest rendering speed). Default value for the field is 0.5.
Note that without any SoComplexity nodes in the scene graph, geometry
will render as if there was a SoComplexity node present with
SoComplexity::value set to 1.0.
SoSFFloat SoComplexity::textureQuality Sets the quality value for
texturemapping. Valid range is from 0.0 (texturemapping off, rendering
will be much faster for most platforms) to 1.0 (best quality, rendering
might be slow).
The same value for this field on different platforms can yield varying
results, depending on the quality of the underlying rendering hardware.
Note that this field influences the behavior of the SoTexture2 node,
not the shape nodes. There is an important consequence of this that the
application programmer need to know about: you need to insert your
SoComplexity node(s) before the SoTexture2 node(s) in the scenegraph
for them to have any influence on the textured shapes.
Author
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