SoComplexity(3)
π SoComplexity(3) β Library Functions Manual π
okay bestie, sit down, hydrate, because today we're learning about SoComplexity from the Library Functions Manual section 3, and honestly? she's an icon. a whole node type whose entire job is vibes management between pretty and fast. let's get into it π«Ά
β¨ NAME β¨
SoComplexity β the SoComplexity class is a node type which is used to set the tradeoff between quality and performance. that's it. that's the whole name. no cap.
πΈ SYNOPSIS πΈ
#include <Inventor/nodes/SoComplexity.h>
Inherits SoNode. yes, she has a whole ancestry, and we're gonna list all of it because we respect the family tree π
π Public Types
enum Type { OBJECT_SPACE = SoComplexityTypeElement::OBJECT_SPACE,
SCREEN_SPACE = SoComplexityTypeElement::SCREEN_SPACE, BOUNDING_BOX =
SoComplexityTypeElement::BOUNDING_BOX }
Public Types inherited from SoNode
enum NodeType { INVENTOR = 0x0000, VRML1 = 0x0001, VRML2 = 0x0002,
INVENTOR_1 = 0x0004, INVENTOR_2_0 = 0x0008, INVENTOR_2_1 = 0x0010,
INVENTOR_2_5 = 0x0020, INVENTOR_2_6 = 0x0040, COIN_1_0 = 0x0080,
COIN_2_0 = 0x0100, EXTENSION = 0x0200, COIN_2_2 = 0x0400, COIN_2_3 =
0x0800, COIN_2_4 = 0x1000, INVENTOR_5_0 = 0x2000, COIN_2_5 = 0x4000
}
π¦ Public Member Functions
virtual SoType getTypeId (void) const
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)
Public Member Functions inherited from SoNode
void setOverride (const SbBool state)
SbBool isOverride (void) const
void setNodeType (const NodeType type)
NodeType getNodeType (void) const
virtual SoNode * copy (SbBool copyconnections=0) const
virtual SbBool affectsState (void) const
virtual void GLRenderBelowPath (SoGLRenderAction *action)
virtual void GLRenderInPath (SoGLRenderAction *action)
virtual void GLRenderOffPath (SoGLRenderAction *action)
virtual void getMatrix (SoGetMatrixAction *action)
virtual void handleEvent (SoHandleEventAction *action)
virtual void rayPick (SoRayPickAction *action)
virtual void search (SoSearchAction *action)
virtual void write (SoWriteAction *action)
virtual void audioRender (SoAudioRenderAction *action)
virtual void grabEventsSetup (void)
virtual void grabEventsCleanup (void)
virtual void startNotify (void)
virtual void notify (SoNotList *l)
uint32_t getNodeId (void) const
virtual SoChildList * getChildren (void) const
virtual void writeInstance (SoOutput *out)
virtual SoNode * addToCopyDict (void) const
virtual void copyContents (const SoFieldContainer *from, SbBool
copyconnections)
virtual SoFieldContainer * copyThroughConnection (void) const
Public Member Functions inherited from SoFieldContainer
void setToDefaults (void)
SbBool hasDefaultValues (void) const
SbBool fieldsAreEqual (const SoFieldContainer *container) const
void copyFieldValues (const SoFieldContainer *container, SbBool
copyconnections=0)
SbBool set (const char *const fielddata)
void get (SbString &fielddata)
virtual int getFields (SoFieldList &l) const
virtual int getAllFields (SoFieldList &l) const
virtual SoField * getField (const SbName &name) const
virtual SoField * getEventIn (const SbName &name) const
virtual SoField * getEventOut (const SbName &name) const
SbBool getFieldName (const SoField *const field, SbName &name) const
SbBool enableNotify (const SbBool flag)
SbBool isNotifyEnabled (void) const
SbBool set (const char *fielddata, SoInput *in)
void get (SbString &fielddata, SoOutput *out)
virtual SbBool validateNewFieldValue (SoField *field, void *newval)
virtual void addWriteReference (SoOutput *out, SbBool isfromfield=0)
SbBool getIsBuiltIn (void) const
void setUserData (void *userdata) const
void * getUserData (void) const
Public Member Functions inherited from SoBase
void ref (void) const
void unref (void) const
void unrefNoDelete (void) const
int32_t getRefCount (void) const
void touch (void)
SbBool isOfType (SoType type) const
virtual SbName getName (void) const
virtual void setName (const SbName &newname)
void addAuditor (void *const auditor, const SoNotRec::Type type)
void removeAuditor (void *const auditor, const SoNotRec::Type type)
const SoAuditorList & getAuditors (void) const
SbBool shouldWrite (void)
void assertAlive (void) const
π Static Public Member Functions
static SoType getClassTypeId (void)
static void initClass (void)
Static Public Member Functions inherited from SoNode
static uint32_t getCompatibilityTypes (const SoType &nodetype)
static SoType getClassTypeId (void)
static SoNode * getByName (const SbName &name)
static int getByName (const SbName &name, SoNodeList &l)
static void initClass (void)
static void initClasses (void)
static uint32_t getNextNodeId (void)
static int getActionMethodIndex (const SoType type)
static void getBoundingBoxS (SoAction *action, SoNode *node)
static void GLRenderS (SoAction *action, SoNode *node)
static void callbackS (SoAction *action, SoNode *node)
static void getMatrixS (SoAction *action, SoNode *node)
static void handleEventS (SoAction *action, SoNode *node)
static void pickS (SoAction *action, SoNode *node)
static void rayPickS (SoAction *action, SoNode *node)
static void searchS (SoAction *action, SoNode *node)
static void writeS (SoAction *action, SoNode *node)
static void audioRenderS (SoAction *action, SoNode *node)
static void getPrimitiveCountS (SoAction *action, SoNode *node)
Static Public Member Functions inherited from SoFieldContainer
static void initClass (void)
static SoType getClassTypeId (void)
static void initCopyDict (void)
static void addCopy (const SoFieldContainer *orig, const
SoFieldContainer *copy)
static SoFieldContainer * checkCopy (const SoFieldContainer *orig)
static SoFieldContainer * findCopy (const SoFieldContainer *orig, const
SbBool copyconnections)
static void copyDone (void)
Static Public Member Functions inherited from SoBase
static void initClass (void)
static SoType getClassTypeId (void)
static void addName (SoBase *const base, const char *const name)
static void removeName (SoBase *const base, const char *const name)
static void incrementCurrentWriteCounter (void)
static void decrementCurrentWriteCounter (void)
static SoBase * getNamedBase (const SbName &name, SoType type)
static int getNamedBases (const SbName &name, SoBaseList &baselist,
SoType type)
static SbBool read (SoInput *in, SoBase *&base, SoType expectedtype)
static void setInstancePrefix (const SbString &c)
static void setTraceRefs (SbBool trace)
static SbBool getTraceRefs (void)
static SbBool connectRoute (SoInput *in, const SbName &fromnodename,
const SbName &fromfieldname, const SbName &tonodename, const SbName
&tofieldname)
static SbBool readRoute (SoInput *in)
π Public Attributes
SoSFEnum type
SoSFFloat value
SoSFFloat textureQuality
these three right here? these are the whole personality of the node. everything else is legacy. we'll get to them, don't worry π
π§ Protected Member Functions
virtual const SoFieldData * getFieldData (void) const
virtual ~SoComplexity ()
Protected Member Functions inherited from SoNode
SoNode (void)
virtual ~SoNode ()
virtual SbBool readInstance (SoInput *in, unsigned short flags)
Protected Member Functions inherited from SoFieldContainer
SoFieldContainer (void)
~SoFieldContainer ()
Protected Member Functions inherited from SoBase
SoBase (void)
virtual ~SoBase ()
virtual void destroy (void)
SbBool hasMultipleWriteRefs (void) const
SbBool writeHeader (SoOutput *out, SbBool isgroup, SbBool isengine)
const
void writeFooter (SoOutput *out) const
virtual const char * getFileFormatName (void) const
β Static Protected Member Functions
static const SoFieldData ** getFieldDataPtr (void)
Static Protected Member Functions inherited from SoNode
static const SoFieldData ** getFieldDataPtr (void)
static void setNextActionMethodIndex (int index)
static int getNextActionMethodIndex (void)
static void incNextActionMethodIndex (void)
static void setCompatibilityTypes (const SoType &nodetype, const
uint32_t bitmask)
Static Protected Member Functions inherited from SoBase
static uint32_t getCurrentWriteCounter (void)
static void staticDataLock (void)
static void staticDataUnlock (void)
π Additional Inherited Members
Protected Types inherited from SoBase
enum BaseFlags { IS_ENGINE = 0x01, IS_GROUP = 0x02 }
Protected Attributes inherited from SoNode
uint32_t uniqueId
Protected Attributes inherited from SoFieldContainer
SbBool isBuiltIn
Static Protected Attributes inherited from SoNode
static uint32_t nextUniqueId = 0
static int nextActionMethodIndex = 0
π₯ Detailed Description π₯
The SoComplexity class is a node type which is used to set the tradeoff between quality and performance. that's literally the whole thesis statement bestie. she's the little dial between "looks gorgeous" and "runs fast", and she lives right inside your scene graph π
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. so like β pop one of these in and everything downstream gets the memo π
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. fewer polys = more frames, it's giving math β¨
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. like when you need the thing to move and you do not care that it currently looks like a haunted wireframe skeleton π
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. (and yeah, no texture at all. zero. gone. she's not even wearing a fit at that point, but she IS fast πββοΈ)
FILE FORMAT/DEFAULTS:
Complexity {
type OBJECT_SPACE
value 0.5
textureQuality 0.5
}
note bestie:OBJECT_SPACE,0.5and0.5are the defaults, so if you just drop a bareComplexityin with nothing set, that's exactly the vibe you get. no surprises, we love a predictable queen π
π Member Enumeration Documentation π
enum SoComplexity::Type
The available values for the SoComplexity::type field. three whole flavors, pick your fighter:
Enumerator
OBJECT_SPACEβ Use theSoComplexity::valuein calculations based on the geometry's size in world-space 3D. i.e. the dial reacts to how big the thing actually is out there in the world π«ΆSCREEN_SPACEβ Use theSoComplexity::valuein 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. basically: small on screen β cheap to draw, big on screen β still looks right. it's giving adaptive πBOUNDING_BOXβ Render further geometry in the scene graph as bounding boxes only for superfast rendering. maximum speed, minimum glamour. superfast is the keyword, and the word "only" is doing a LOT of work in that sentence π₯
π Constructor & Destructor Documentation π
β¨ SoComplexity::SoComplexity (void ) β¨
Okay bestie, this is the constructor. It's the moment where a fresh SoComplexity object gets its whole life together. π
It's lowkey pulling from these: BOUNDING_BOX, OBJECT_SPACE, SCREEN_SPACE, SoComplexity(), textureQuality, type, and value. No cap.
And it gets referenced by getFieldData(), and SoComplexity(). Iconic behavior, honestly.
π SoComplexity::~SoComplexity () [protected], [virtual] π
This is the destructor. It's the goodbye moment. Protected and virtual, so it knows how to clean up when its time comes. π«Ά
π₯ Member Function Documentation π₯
π SoType SoComplexity::getTypeId (void ) const [virtual] π
This one returns the type identification of an object derived from a class inheriting SoBase. It's literally the run-time type checking and "downward" casting plug. π
Usage example, bestie:
void foo(SoNode * node)
{
if (node->getTypeId() == SoFile::getClassTypeId()) {
SoFile * filenode = (SoFile *)node; // safe downward cast, knows the type
}
else if (node->getTypeId().isOfType(SoGroup::getClassTypeId())) {
SoGroup * group = (SoGroup *)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.
It implements SoBase. Periodt.
π¦ const SoFieldData * SoComplexity::getFieldData (void ) const [protected], [virtual] π¦
Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL. That's the whole vibe.
Reimplemented from SoFieldContainer.
References: SoComplexity().
β¨ void SoComplexity::doAction (SoAction * action) [virtual] β¨
This function performs the typical operation of a node for any action. It's giving main character energy for action traversal. π«
Reimplemented from SoNode.
References: SoOverrideElement::getComplexityOverride(), SoOverrideElement::getComplexityTypeOverride(), SoAction::getState(), SoNode::isOverride(), SoOverrideElement::setComplexityOverride(), SoOverrideElement::setComplexityTypeOverride(), type, and value.
Referenced by callback(), getBoundingBox(), GLRender(), and pick().
πΈ void SoComplexity::callback (SoCallbackAction * action) [virtual] πΈ
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. Very demure, very mindful. π§
Reimplemented from SoNode.
References: doAction(), SoAction::getState(), and textureQuality.
π void SoComplexity::getBoundingBox (SoGetBoundingBoxAction * action) [virtual] π
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. It's literally centering the scene, bestie. π«Ά
Nodes influencing how geometry nodes calculates their bounding box also overrides this method to change the relevant state variables.
Reimplemented from SoNode.
References: doAction().
π
void SoComplexity::GLRender (SoGLRenderAction * action) [virtual] π
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. Slay, OpenGL. π₯
Reimplemented from SoNode.
References: doAction(), SoAction::getState(), SoNode::isOverride(), and textureQuality.
π void SoComplexity::pick (SoPickAction * action) [virtual] π
Action method for SoPickAction. Does common processing for SoPickAction action instances. It's the pick-me-up of the scene graph, lowkey. π
Reimplemented from SoNode.
References: doAction().
β void SoComplexity::getPrimitiveCount (SoGetPrimitiveCountAction * action) [virtual] β
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. Counting primitives like it's collecting stars. β¨
Nodes influencing how geometry nodes calculates their primitive count also overrides this method to change the relevant state variables.
Reimplemented from SoNode.
References: SoOverrideElement::getComplexityOverride(), SoAction::getState(), and value.
π Member Data Documentation π
π SoSFEnum SoComplexity::type π
Set rendering type. Default value is SoComplexity::OBJECT_SPACE. That's the factory setting, bestie.
Referenced by doAction(), and SoComplexity().
π SoSFFloat SoComplexity::value π
Complexity value, valid settings range from 0.0 (worst appearance, best perfomance) to 1.0 (optimal appearance, lowest rendering speed). Default value for the field is 0.5. Big mood.
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. No cap.
Referenced by doAction(), getPrimitiveCount(), and SoComplexity().
π§ SoSFFloat SoComplexity::textureQuality π§
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). Choose your fighter. π
The same value for this field on different platforms can yield varying results, depending on the quality of the underlying rendering hardware. No cap, hardware matters.
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. So order matters, bestie. Don't skip this. π«Ά
Referenced by callback(), GLRender(), and SoComplexity().
β¨ Author β¨
Generated automatically by Doxygen for Coin from the source code. Doxygen really said "I got you" and generated this whole thing. π
And that's the tea! β This page came from Coin, Version 2.5.0, and the date stamped on the footer β mwah! π Bye bestie, go slay some scene graphs. π β¨
π¦ where this page comes from
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