NAME
SoVRMLMaterial -
The SoVRMLMaterial class is used to assign a material to geometry.
The detailed class documentation is taken verbatim from the VRML97
standard (ISO/IEC 14772-1:1997). It is copyright The Web3D Consortium,
and is used by permission of the Consortium:
SYNOPSIS
#include <Inventor/VRMLnodes/SoVRMLMaterial.h>
Inherits SoNode.
Public Member Functions
SoVRMLMaterial (void)
virtual void doAction (SoAction *action)
virtual void GLRender (SoGLRenderAction *action)
virtual void callback (SoCallbackAction *action)
Static Public Member Functions
static void initClass (void)
Public Attributes
SoSFColor diffuseColor
SoSFFloat ambientIntensity
SoSFColor specularColor
SoSFColor emissiveColor
SoSFFloat shininess
SoSFFloat transparency
Protected Member Functions
virtual ~SoVRMLMaterial ()
Detailed Description
The SoVRMLMaterial class is used to assign a material to geometry.
The detailed class documentation is taken verbatim from the VRML97
standard (ISO/IEC 14772-1:1997). It is copyright The Web3D Consortium,
and is used by permission of the Consortium:
Material {
exposedField SFFloat ambientIntensity 0.2 # [0,1]
exposedField SFColor diffuseColor 0.8 0.8 0.8 # [0,1]
exposedField SFColor emissiveColor 0 0 0 # [0,1]
exposedField SFFloat shininess 0.2 # [0,1]
exposedField SFColor specularColor 0 0 0 # [0,1]
exposedField SFFloat transparency 0 # [0,1]
}
.fi
The Material node specifies surface material properties for associated geometry nodes and is used by the VRML lighting equations during rendering. Subclause 4.14, Lighting model (<http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#4.14>), contains a detailed description of the VRML lighting model equations. All of the fields in the Material node range from 0.0 to 1.0. The fields in the Material node determine how light reflects off an object to create colour:
· The ambientIntensity field specifies how much ambient light from light sources this surface shall reflect. Ambient light is omnidirectional and depends only on the number of light sources, not their positions with respect to the surface. Ambient colour is calculated as ambientIntensity × diffuseColor.
· The diffuseColor field reflects all VRML light sources depending on the angle of the surface with respect to the light source. The more directly the surface faces the light, the more diffuse light reflects.
· The emissiveColor field models ’glowing’ objects. This can be useful for displaying pre-lit models (where the light energy of the room is computed explicitly), or for displaying scientific data.
· The specularColor and shininess fields determine the specular highlights (e.g., the shiny spots on an apple). When the angle from the light to the surface is close to the angle from the surface to the viewer, the specularColor is added to the diffuse and ambient colour calculations. Lower shininess values produce soft glows, while higher values result in sharper, smaller highlights.
· The transparency field specifies how ’clear’ an object is, with 1.0 being completely transparent, and 0.0 completely opaque.
Constructor & Destructor Documentation
SoVRMLMaterial::SoVRMLMaterial (void) Constructor.
SoVRMLMaterial::~SoVRMLMaterial () [protected, virtual] Destructor.
Member Function Documentation
void SoVRMLMaterial::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 SoVRMLMaterial::doAction (SoAction * action) [virtual] This function
performs the typical operation of a node for any action.
Reimplemented from SoNode.
void SoVRMLMaterial::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 SoVRMLMaterial::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.
Member Data Documentation
SoSFColor SoVRMLMaterial::diffuseColor The diffuse color component. Default
value is (0.8, 0.8, 0.8).
SoSFFloat SoVRMLMaterial::ambientIntensity The ambient intensity. Default
value is 0.2.
SoSFColor SoVRMLMaterial::specularColor The specular color component.
Default value is (0, 0, 0).
SoSFColor SoVRMLMaterial::emissiveColor The emissive color component.
Default value is (0, 0, 0).
SoSFFloat SoVRMLMaterial::shininess The shininess value. A number between 0
and 1. Default value is 0.2.
SoSFFloat SoVRMLMaterial::transparency The material transparency. Valid
range is from 0.0 (completely opaque) to 1.0 (completely transparent).
Default value is 0.0.
Author
Generated automatically by Doxygen for Coin from the source code.