SoVRMLPointLight(3)

πŸ“¦ version 3.1.3, in fedora 43, fedora 44

πŸ¦‹ SoVRMLPointLight(3) β€” Library Functions Manual πŸ¦‹

okay so bestie, welcome to the SoVRMLPointLight(3) page πŸ’– this is the part of the manual that's literally about SoVRMLPointLight, the class that represents a point light. yes, that's really it. she's a whole point light. iconic behavior honestly πŸ‘‘

this page is LONG so it comes in two parts, and this is part one. buckle up, we're going through everything β€” no skipping, no summarising, every single function signature stays exactly where it is 🫢


πŸŽ€ NAME πŸŽ€

SoVRMLPointLight β€” the class that is used to represent a point light ✨

that's it. that's the name section. short, sweet, slaying πŸ’…


✨ SYNOPSIS ✨

first things first, you gotta pull her in:

#include <Inventor/VRMLnodes/SoVRMLPointLight.h>

and she inherits from SoVRMLLight, so everything SoVRMLLight can do? she can do too. nepotism but make it inheritance πŸ’œ

🌸 Public Member Functions 🌸

virtual SoType getTypeId (void) const
SoVRMLPointLight (void)
virtual void GLRender (SoGLRenderAction *action)

🌸 Public Member Functions inherited from SoNode 🌸

she got ALL of these from SoNode, and there's a lot, so get comfy:

void setOverride (const SbBool state)
SbBool isOverride (void) const
void setNodeType (const NodeType type)
NodeType getNodeType (void) const
virtual SoNode * copy (SbBool copyconnections=FALSE) const
virtual SbBool affectsState (void) const
virtual void doAction (SoAction *action)
virtual void GLRenderBelowPath (SoGLRenderAction *action)
virtual void GLRenderInPath (SoGLRenderAction *action)
virtual void GLRenderOffPath (SoGLRenderAction *action)
virtual void callback (SoCallbackAction *action)
virtual void getBoundingBox (SoGetBoundingBoxAction *action)
virtual void getMatrix (SoGetMatrixAction *action)
virtual void handleEvent (SoHandleEventAction *action)
virtual void pick (SoPickAction *action)
virtual void rayPick (SoRayPickAction *action)
virtual void search (SoSearchAction *action)
virtual void write (SoWriteAction *action)
virtual void audioRender (SoAudioRenderAction *action)
virtual void getPrimitiveCount (SoGetPrimitiveCountAction *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 🌸

more hand-me-downs, and we love her for it:

void setToDefaults (void)
SbBool hasDefaultValues (void) const
SbBool fieldsAreEqual (const SoFieldContainer *container) const
void copyFieldValues (const SoFieldContainer *container, SbBool
    copyconnections=FALSE)
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 *input)
void get (SbString &fielddata, SoOutput *out)
virtual SbBool validateNewFieldValue (SoField *field, void *newval)
virtual void addWriteReference (SoOutput *out, SbBool isfromfield=FALSE)
SbBool getIsBuiltIn (void) const
virtual void getFieldsMemorySize (size_t &managed, size_t &unmanaged)
    const
void setUserData (void *userdata) const
void * getUserData (void) const

🌸 Public Member Functions inherited from SoBase 🌸

and the great-great-grandparent, SoBase πŸ’œ

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

πŸ”₯ Static Public Member Functions πŸ”₯

these ones you call on the class itself, no instance needed, she's independent like that:

static SoType getClassTypeId (void)
static void initClass (void)

πŸ”₯ Static Public Member Functions inherited from SoVRMLLight πŸ”₯

static SoType getClassTypeId (void)
static void initClass (void)

πŸ”₯ Static Public Member Functions inherited from SoNode πŸ”₯

look at this list, she's eating fr fr:

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)

πŸ”₯ Static Public Member Functions inherited from SoFieldContainer πŸ”₯

static void initClass (void)
static SoType getClassTypeId (void)
static void cleanupClass (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)

πŸ”₯ Static Public Member Functions inherited from SoBase πŸ”₯

last static batch, we made it:

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 *input, SoBase *&base, SoType expectedtype)
static void setInstancePrefix (const SbString &c)
static void setTraceRefs (SbBool trace)
static SbBool getTraceRefs (void)
static SbBool connectRoute (SoInput *input, const SbName &fromnodename,
    const SbName &fromfieldname, const SbName &tonodename, const SbName
    &tofieldname)
static SbBool readRoute (SoInput *input)

πŸ’… Public Attributes πŸ’…

here's where the actual point-light-y stuff lives, bestie β€” her OWN fields, the main character energy ✨

  • SoSFVec3f location
  • SoSFFloat radius
  • SoSFVec3f attenuation

πŸ’… Public Attributes inherited from SoVRMLLight πŸ’…

the light genes she got handed down:

  • SoSFBool on
  • SoSFFloat intensity
  • SoSFColor color
  • SoSFFloat ambientIntensity

πŸŽ€ Protected Member Functions πŸŽ€

these are the internal ones, for the family only, we're just peeking respectfully πŸ™ˆ

virtual const SoFieldData * getFieldData (void) const
virtual ~SoVRMLPointLight ()

πŸŽ€ Protected Member Functions inherited from SoVRMLLight πŸŽ€

SoVRMLLight (void)
virtual ~SoVRMLLight ()

πŸŽ€ Protected Member Functions inherited from SoNode πŸŽ€

SoNode (void)
virtual ~SoNode ()
virtual SbBool readInstance (SoInput *in, unsigned short flags)

πŸŽ€ Protected Member Functions inherited from SoFieldContainer πŸŽ€

SoFieldContainer (void)
virtual ~SoFieldContainer ()

πŸŽ€ Protected Member Functions inherited from SoBase πŸŽ€

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

🌈 Static Protected Member Functions 🌈

static const SoFieldData ** getFieldDataPtr (void)

🌈 Static Protected Member Functions inherited from SoVRMLLight 🌈

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)

🫢 Additional Inherited Members 🫢

the bonus round, the extra content, the deleted scenes that are somehow still canon ✨

πŸ¦‹ Public Types inherited from SoNode πŸ¦‹

look at all these NodeType constants, a whole enum, she's giving range:

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,
    COIN_3_0 = 0x8000, INVENTOR_6_0 = 0x10000 }

πŸ¦‹ Protected Types inherited from SoBase πŸ¦‹

enum BaseFlags { IS_ENGINE = 0x01, IS_GROUP = 0x02 }

πŸ¦‹ Protected Attributes inherited from SoNode πŸ¦‹

uint32_t uniqueId

πŸ¦‹ Protected Attributes inherited from SoFieldContainer πŸ¦‹

SbBool isBuiltIn

πŸ¦‹ Static Protected Attributes inherited from SoNode πŸ¦‹

static uint32_t nextUniqueId = 1
static int nextActionMethodIndex = 0

okay so that's literally everything on this page and we are not done yet β€” part 2 is still coming, so don't go anywhere πŸ’–

✨ Detailed Description ✨

okay bestie so The SoVRMLPointLight class is literally here to represent a point light. that's the whole vibe. πŸ’‘

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:

PointLight {
  exposedField SFFloat ambientIntensity  0       # [0,1]
  exposedField SFVec3f attenuation       1 0 0   # [0, inf)
  exposedField SFColor color             1 1 1   # [0,1]
  exposedField SFFloat intensity         1       # [0,1]
  exposedField SFVec3f location          0 0 0   # (-inf, inf)
  exposedField SFBool  on                TRUE
  exposedField SFFloat radius            100     # [0, inf)
}

The PointLight node specifies a point light source at a 3D location in the local coordinate system. A point light source emits light equally in all directions; that is, it is omnidirectional. PointLight nodes are specified in the local coordinate system and are affected by ancestor transformations. Subclause 4.6.6, Light sources (http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#4.6.6), contains a detailed description of the ambientIntensity, color, and intensity fields.

A PointLight node illuminates geometry within radius metres of its location. Both radius and location are affected by ancestors' transformations (scales affect radius and transformations affect location).

The radius field shall be greater than or equal to zero. PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor is 1/max(attenuation[0] + attenuation[1]Γ—r + attenuation[2]Γ—r2, 1), where r is the distance from the light to the surface being illuminated. The default is no attenuation. An attenuation value of (0, 0, 0) is identical to (1, 0, 0). Attenuation values shall be greater than or equal to zero. A detailed description of VRML's lighting equations is contained in 4.14, Lighting model (http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#4.14).


πŸŽ€ Constructor & Destructor Documentation πŸŽ€

  • SoVRMLPointLight::SoVRMLPointLight (void ) β€” Constructor. the birth of a legend fr fr 🫢
  • SoVRMLPointLight::~SoVRMLPointLight () [protected], [virtual] β€” Destructor. it's giving goodbye era 😭

πŸ’… Member Function Documentation πŸ’…

  • SoType SoVRMLPointLight::getTypeId (void ) const [virtual] β€” 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.

Reimplemented from SoVRMLLight.

  • const SoFieldData * SoVRMLPointLight::getFieldData (void ) const [protected], [virtual] β€” Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL. πŸ«₯

Reimplemented from SoVRMLLight.

  • void SoVRMLPointLight::GLRender (SoGLRenderAction * action) [virtual] β€” 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. πŸ”₯

Reimplemented from SoVRMLLight.


🌸 Member Data Documentation 🌸

  • SoSFVec3f SoVRMLPointLight::location β€” Point light position. where the light is at, bestie πŸ“
  • SoSFFloat SoVRMLPointLight::radius β€” Radius of point light. how far the glow reaches ✨
  • SoSFVec3f SoVRMLPointLight::attenuation β€” The point light attenuation. the falloff factor situation πŸ’«

πŸ‘‘ Author πŸ‘‘

Generated automatically by Doxygen for Coin from the source code.


and that's a wrap, bestie!! πŸŽ€ this icon was generated automatically by Doxygen for Coin, straight from the source code β€” it's Coin, Version 3.1.3, and it lives in the SoVRMLPointLight(3) manpage section. slay, no cap. πŸ’–βœ¨πŸ¦‹

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