The sonormal class is a node for providing normals to the state. coin will automatically calculate normals for you if no sonormal nodes are present in the scene graph, but explicitly setting normals is useful for at least two purposes: 1) a potential increase in performance, 2) you can calculate and use 'incorrect' normals to do various special effects.
#include <Inventor/nodes/SoNormal.h>
Inherits SoNode.
virtual SoType getTypeId (void) const
Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting. SoNormal (void)
virtual void doAction (SoAction *action)
virtual void GLRender (SoGLRenderAction *action)
virtual void callback (SoCallbackAction *action)
virtual void pick (SoPickAction *action)
virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)
static SoType getClassTypeId (void)
static void initClass (void)
SoMFVec3f vector
virtual const SoFieldData * getFieldData (void) const
virtual ~SoNormal ()
static const SoFieldData ** getFieldDataPtr (void)
The SoNormal class is a node for providing normals to the state.
Coin will automatically calculate normals for you if no SoNormal nodes are present in the scene graph, but explicitly setting normals is useful for at least two purposes: 1) a potential increase in performance, 2) you can calculate and use 'incorrect' normals to do various special effects.
FILE FORMAT/DEFAULTS:
Normal { vector [ ] }
See also:
SoNormalBinding
Constructor.
Destructor.
Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting. Usage example:
void foo(SoNode * node) { if (node->getTypeId() == SoFile::getClassTypeId()) { SoFile * filenode = (SoFile *)node; // safe downward cast, knows the type } }
For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in all subclasses. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through for instance Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on.
For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups.
Implements SoBase.
Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL.
Reimplemented from SoFieldContainer.
This function performs the typical operation of a node for any action.
Reimplemented from SoNode.
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.
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.
Action method for SoPickAction.
Does common processing for SoPickAction action instances.
Reimplemented from SoNode.
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.
Sets a pool of normal vectors in the traversal state.
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