NAME
Vectorized Printing Classes -
Classes
class SoHardCopy
The SoHardCopy class is a static class for initializing the
hardcopy support.
class SoPSVectorOutput
The SoPSVectorOutput class is used for writing Postscript.
class SoVectorOutput
The SoVectorOutput class is used for setting vector output file.
SoVectorizeAction will create an SoVectorOutput which will output to
stdout by default. SoVectorizeAction::getOutput() can be used to fetch
this output, and the user will probably want to set a file to output
to. "
class SoVectorizeAction
The SoVectorizeAction class is the base class for vectorizing Coin
scene graphs.
SoVectorizeAction will traverse the scene graph and convert all
supported geometry into vectorized data. Subclasses can then use this
data to produce vector files of different formats. "
class SoVectorizePSAction
The SoVectorizePSAction class is used for rendering to a Postscript
file.
Detailed Description
The vectorized printing classes are for rendering to vector devices
instead of raster devices. You can use this to e.g. generate scalable
PostScript images for printing instead of raster images that will
become pixellated when you scale them up.
See below for A HardCopy Overview. A HardCopy Overview The main API for
HardCopy support in Coin is the abstract class SoVectorizeAction.
SoVectorizeAction will extract geometry from an Inventor scene graph,
and project the geometry onto a specified page. Since postscript and
other vector based file formats do not support z-buffer or depth
clipping, all geometry is rendered using a simple painter’s algorithm
(geometry is sorted based on distance to camera).
SoVectorizePSAction inherits SoVectorizeAction, and will output a
Postscript file.
Texture-mapped polygons are not supported, since this is not supported
by the vector file formats, at least it’s not supported in Postscript.
Gouraud shading is not supported in the Postscript language (at least
not for V2.0), but an approximation is implemeting using an algorithm
that divides the triangle into several small (flat-shaded) triangles.
The gouraud shading quality (the number of sub-triangles) is controlled
by an epsilon value. The gouraud shading function is written by
Frederic Delhoume (delhoume (at) ilog.fr), and is free (public domain)
software.
Typical use of SoVectorizePSAction is shown in the following piece of
code:
SoVectorizePSAction * ps = new SoVectorizePSAction;
SoVectorOutput * out = ps->getOutput();
if (!out->openFile(’output.ps’)) {
return -1; // unable to open output file
}
// to enable gouraud shading. 0.1 is a nice epsilon value
// ps->setGouraudThreshold(0.1f);
// clear to white background. Not really necessary if you
// want a white background
ps->setBackgroundColor(TRUE, SbColor(1.0f, 1.0f, 1.0f));
// select LANDSCAPE or PORTRAIT orientation
ps->setOrientation(SoVectorizeAction::LANDSCAPE);
// start creating a new page (A4 page, with 10mm border).
ps->beginPage(SbVec2f(10.0f, 10.0f), SbVec2f(190.0f, 277.0f));
// There are also enums for A0-A10. Example:
// ps->beginStandardPage(SoVectorizeAction::A4, 10.0f);
// calibrate so that text, lines, points and images will have the
// same size in the postscript file as on the monitor.
ps->calibrate(viewer->getViewportRegion());
// apply action on the viewer scenegraph. Remember to use
// SoSceneManager’s scene graph so that the camera is included.
ps->apply(viewer->getSceneManager()->getSceneGraph());
// this will create the postscript file
ps->endPage();
// close file
out->closeFile();
delete ps;
It is also possible to have several viewports and/or layers on a page.
This is useful if your application has several layers of geometry, for
instance some annotations in 2D on top of a 3D scene graph. To create
several layers, the beginViewport() and endViewport() functions can be
used.
Since:
Coin 2.1
TGS provides HardCopy support as a separate extension for TGS
Inventor.
Author
Generated automatically by Doxygen for Coin from the source code.