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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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