SoVRMLViewpoint(3)

๐Ÿ“ฆ version 3.1.3, in fedora 43, fedora 44

๐Ÿ’– SoVRMLViewpoint(3) ๐Ÿ’–

Library Functions Manual โ€” yes bestie, we're in the man pages, and today's main character is SoVRMLViewpoint. Buckle up, it's giving โœจcameraโœจ energy.


๐ŸŽ€ NAME ๐ŸŽ€

SoVRMLViewpoint โ€” the class that is a perspective camera. That's it. That's the whole vibe. It's the thing that decides where you're looking from and what you're looking at. ๐Ÿ‘€


๐Ÿฆ‹ SYNOPSIS ๐Ÿฆ‹

First things first, you gotta pull it in:

#include <Inventor/VRMLnodes/SoVRMLViewpoint.h>

And it Inherits SoNode. So like, it's a node. It's in the family. ๐Ÿซถ


โœจ Public Member Functions โœจ

These are the ones that belong to SoVRMLViewpoint itself, no cap:

virtual SoType getTypeId (void) const
SoVRMLViewpoint (void)
virtual void GLRender (SoGLRenderAction *action)
  • getTypeId() โ€” hands you back the SoType of this thing, so you can clock what it actually is at runtime.
  • SoVRMLViewpoint() โ€” the constructor. Makes you a fresh viewpoint. ๐Ÿ’…
  • GLRender() โ€” takes an SoGLRenderAction * and does the rendering thing when the traversal comes knocking.

๐Ÿ’œ Public Member Functions inherited from SoNode ๐Ÿ’œ

Everything below got handed down from SoNode, and yes, there is a lot, bestie, don't panic:

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
lowkey this is just the whole SoNode starter pack. Override flags, node types, the full action roster (GLRenderBelowPath, GLRenderInPath, GLRenderOffPath, callback, getBoundingBox, getMatrix, handleEvent, pick, rayPick, search, write, audioRender, getPrimitiveCount), notification stuff (startNotify, notify), copying stuff (copy, addToCopyDict, copyContents, copyThroughConnection, writeInstance) โ€” all of it. ๐Ÿ”ฅ

๐ŸŒธ Public Member Functions inherited from SoFieldContainer ๐ŸŒธ

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

This is your fields-are-everything era. Getting fields, setting fields, comparing fields, copying field values, poking at event ins and event outs, memory sizes, and the little userdata pocket where you can stash a void *. Iconic. ๐Ÿ’…


๐Ÿงš Public Member Functions inherited from SoBase ๐Ÿงš

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

Reference counting (ref, unref, unrefNoDelete, getRefCount), naming (getName, setName), auditor management, touch(), shouldWrite(), and assertAlive() which is literally just checking the node hasn't ghosted us. ๐Ÿ’€


โญ Static Public Member Functions โญ

static SoType getClassTypeId (void)
static void initClass (void)
  • getClassTypeId() โ€” the class-level type id. Static, so you don't even need an instance. Queen behavior. ๐Ÿ‘‘
  • initClass() โ€” call this to set the class up. It's the "hi bestie let me introduce myself" moment.

๐ŸŒˆ Static Public Member Functions inherited from SoNode ๐ŸŒˆ

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)

Note the two overloads of getByName โ€” one returns a single SoNode *, the other fills an SoNodeList &l and returns an int. And then there's a whole parade of ...S static trampolines for each action. ๐ŸŽ 


๐Ÿ’– Static Public Member Functions inherited from SoFieldContainer ๐Ÿ’–

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)

๐Ÿ“ Static Public Member Functions inherited from SoBase ๐Ÿ“

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)

Routes, names, ref tracing, write counters โ€” the whole plumbing. ๐Ÿšฟ


๐Ÿ‘‘ Public Attributes ๐Ÿ‘‘

Okay these are the actual fields you'll be playing with, and they are the point of this class:

SoSFVec3f position
SoSFRotation orientation
SoSFFloat fieldOfView
SoSFString description
SoSFBool jump
  • position โ€” an SoSFVec3f. Where the camera sits. ๐Ÿ“
  • orientation โ€” an SoSFRotation. Which way it's turned.
  • fieldOfView โ€” an SoSFFloat. How wide the view is.
  • description โ€” an SoSFString. A lil text label.
  • jump โ€” an SoSFBool. The jump flag.

๐ŸŽ€ Protected Member Functions ๐ŸŽ€

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

The destructor is virtual and protected, so no, you cannot just delete it from outside, bestie. ๐Ÿ™ˆ


๐Ÿ’œ Protected Member Functions inherited from SoNode ๐Ÿ’œ

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

๐ŸŒธ Protected Member Functions inherited from SoFieldContainer ๐ŸŒธ

SoFieldContainer (void)
virtual ~SoFieldContainer ()

๐Ÿงš Protected Member Functions inherited from SoBase ๐Ÿงš

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

โœจ Static Protected Member Functions โœจ

static const SoFieldData ** getFieldDataPtr (void)

โญ Static Protected Member Functions inherited from SoNode โญ

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)

๐Ÿฆ‹ Static Protected Member Functions inherited from SoBase ๐Ÿฆ‹

static uint32_t getCurrentWriteCounter (void)
static void staticDataLock (void)
static void staticDataUnlock (void)

๐Ÿ’… Protected Attributes ๐Ÿ’…

SoSFBool set_bind
SoSFTime bindTime
SoSFBool isBound
  • set_bind โ€” SoSFBool.
  • bindTime โ€” SoSFTime.
  • isBound โ€” SoSFBool.

๐ŸŒˆ Protected Attributes inherited from SoNode ๐ŸŒˆ

uint32_t uniqueId

๐Ÿ“ Protected Attributes inherited from SoFieldContainer ๐Ÿ“

SbBool isBuiltIn

๐Ÿ’€ Additional Inherited Members ๐Ÿ’€

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, COIN_3_0 = 0x8000, INVENTOR_6_0 = 0x10000 }

Every single one of those hex values, right there. Don't skip a single bit. ๐Ÿงฎ


Protected Types inherited from SoBase

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

Static Protected Attributes inherited from SoNode

static uint32_t nextUniqueId = 1
static int nextActionMethodIndex = 0

๐Ÿ”ฅ Detailed Description ๐Ÿ”ฅ

SoVRMLViewpoint is a perspective camera class. ๐ŸŽฅ

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. (so like, credit where credit is due, bestie ๐Ÿ’œ)

And here's the node structure, exactly as the standard lays it out:

Viewpoint {
  eventIn      SFBool     set_bind
  exposedField SFFloat    fieldOfView    0.785398  # (0,inf)
  exposedField SFBool     jump           TRUE
  exposedField SFRotation orientation    0 0 1 0   # [-1,1],(-inf,inf)
  exposedField SFVec3f    position       0 0 10    # (-inf,inf)
  field        SFString   description    ""
  eventOut     SFTime     bindTime
  eventOut     SFBool     isBound
}
Read that comment block carefully, bestie โ€” fieldOfView defaults to 0.785398 with the valid range (0,inf), jump defaults to TRUE, orientation defaults to 0 0 1 0 with range [-1,1],(-inf,inf), position defaults to 0 0 10 with range (-inf,inf), and description defaults to "". Those are the exact numbers, no vibes-based rounding. ๐ŸŒธ

to be continued, because this page is long and we're only getting started ๐Ÿ‘€

Bestie. Okay so picture this: a Viewpoint node is the spot in the local coordinate system where your little virtual eyeballs get to vibe. ๐Ÿ‘€ It defines a specific location from which the user may view the scene.

Viewpoint nodes are bindable children nodes (see 4.6.10, Bindable children nodes: http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#4.6.10) โ€” which means, and this is the part that matters, the browser keeps a whole Viewpoint node stack and the top-most one on that stack is the currently active one. ๐Ÿ’…

So when a TRUE value gets sent to the set_bind eventIn of a Viewpoint node, it gets moved to the top of the Viewpoint node stack and activated. When a Viewpoint node is sitting at the top of the stack, the user's view is conceptually re-parented as a child of the Viewpoint node. And every change after that to the Viewpoint node's coordinate system changes the user's view too โ€” like changes to any ancestor transformation nodes, or to the Viewpoint node's position or orientation fields. No cap. ๐Ÿฆ‹

Then when you send a set_bind FALSE event, it removes the Viewpoint node from the stack and produces isBound FALSE and bindTime events. If the popped Viewpoint node is at the top of the viewpoint stack, the user's view gets re-parented to the next entry in the stack. More deets on binding stacks live in 4.6.10, Bindable children nodes (http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#4.6.10). And when a Viewpoint node is moved to the top of the stack, the existing top of stack Viewpoint node sends an isBound FALSE event and is pushed down the stack. It's giving โœจdemotionโœจ.

An author can automatically move the user's view through the world by binding the user to a Viewpoint node and then animating either the Viewpoint node or the transformations above it. Browsers shall allow the user view to be navigated relative to the coordinate system defined by the Viewpoint node (and the transformations above it) even if the Viewpoint node or its ancestors' transformations are being animated. Iconic behaviour honestly. ๐ŸŽ€

The bindTime eventOut sends the time at which the Viewpoint node is bound or unbound. This can happen:

  • during loading;
  • when a set_bind event is sent to the Viewpoint node;
  • when the browser binds to the Viewpoint node through its user interface described below.

๐Ÿงš position and orientation, explained

The position and orientation fields of the Viewpoint node specify relative locations in the local coordinate system. position is relative to the coordinate system's origin (0,0,0), while orientation specifies a rotation relative to the default orientation.

In the default position and orientation: the viewer is on the Z-axis looking down the -Z-axis toward the origin, with +X to the right and +Y straight up. Viewpoint nodes are affected by the transformation hierarchy. (Yes, your ancestors matter. Always have. ๐Ÿ’€)

Navigation types (see SoVRMLNavigationInfo) that need a definition of a down vector (like terrain following) shall use the negative Y-axis of the coordinate system of the currently bound Viewpoint node. Likewise, navigation types that need an up vector shall use the positive Y-axis of the coordinate system of the currently bound Viewpoint node.

And this is the slay part: the orientation field of the Viewpoint node does not affect the definition of the down or up vectors. Which lets the author keep the viewing direction and the gravity direction totally separate. Separation era. ๐Ÿซถ

๐ŸŒˆ the jump field

The jump field specifies whether the user's view "jumps" to the position and orientation of a bound Viewpoint node, or just stays unchanged. This jump is instantaneous and discontinuous in that no collisions are performed and no ProximitySensor nodes are checked in between the starting and ending jump points.

If the user's position before the jump is inside a ProximitySensor, the exitTime of that sensor shall send the same timestamp as the bind eventIn. Similarly, if the user's position after the jump is inside a ProximitySensor, the enterTime of that sensor shall send the same timestamp as the bind eventIn.

Regardless of the value of jump at bind time, the relative viewing transformation between the user's view and the current Viewpoint node shall be stored with the current Viewpoint node for later use when un-jumping (i.e., popping the Viewpoint node binding stack from a Viewpoint node with jump TRUE).

The following summarizes the bind stack rules (see 4.6.10, Bindable children nodes: http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#4.6.10) with additional rules regarding Viewpoint nodes (displayed in boldface type โ€” which I've marked in bold for you, bestie):

  • During read, the first encountered Viewpoint node is bound by pushing it to the top of the Viewpoint node stack. If a Viewpoint node name is specified in the URL that is being read, this named Viewpoint node is considered to be the first encountered Viewpoint node. Nodes contained within SoVRMLInline nodes, within the strings passed to the Browser.createVrmlFromString() method, or within files passed to the Browser.createVrmlFromURL() method (see 4.12.10, Browser script interface: http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#4.12.10) are not candidates for the first encountered Viewpoint node. The first node within a prototype instance is a valid candidate for the first encountered Viewpoint node. The first encountered Viewpoint node sends an isBound TRUE event.
  • When a set_bind TRUE event is received by a Viewpoint node,
    • If it is not on the top of the stack: The relative transformation from the current top of stack Viewpoint node to the user's view is stored with the current top of stack Viewpoint node. The current top of stack node sends an isBound FALSE event. The new node is moved to the top of the stack and becomes the currently bound Viewpoint node. The new Viewpoint node (top of stack) sends an isBound TRUE event. If jump is TRUE for the new Viewpoint node, the user's view is instantaneously "jumped" to match the values in the position and orientation fields of the new Viewpoint node.
    • If the node is already at the top of the stack, this event has no affect. (Their words, not mine ๐Ÿ’…)
  • When a set_bind FALSE event is received by a Viewpoint node in the stack, it is removed from the stack. If it was on the top of the stack,
    • it sends an isBound FALSE event,
    • the next node in the stack becomes the currently bound Viewpoint node (i.e., pop) and issues an isBound TRUE event,
    • if its jump field value is TRUE, the user's view is instantaneously "jumped" to the position and orientation of the next Viewpoint node in the stack with the stored relative transformation of this next Viewpoint node applied.
  • If a set_bind FALSE event is received by a node not in the stack, the event is ignored and isBound events are not sent.
  • When a node replaces another node at the top of the stack, the isBound TRUE and FALSE events from the two nodes are sent simultaneously (i.e., with identical timestamps).
  • If a bound node is deleted, it behaves as if it received a set_bind FALSE event.

The jump field may change after a Viewpoint node is bound. The rules described above still apply. So:

  • If jump was TRUE when the Viewpoint node is bound, but changed to FALSE before the set_bind FALSE is sent, the Viewpoint node does not un-jump during unbind.
  • If jump was FALSE when the Viewpoint node is bound, but changed to TRUE before the set_bind FALSE is sent, the Viewpoint node does perform the un-jump during unbind.

๐Ÿ“ two other ways you can bind a Viewpoint

Note that there are two other mechanisms that result in the binding of a new Viewpoint:

  • An Anchor node's url field specifies a "#ViewpointName".
  • A script invokes the loadURL() method and the URL argument specifies a "#ViewpointName".

Both of these mechanisms override the jump field value of the specified Viewpoint node (#ViewpointName) and assume that jump is TRUE when binding to the new Viewpoint. The behaviour of the viewer transition to the newly bound Viewpoint depends on the currently bound NavigationInfo node's type field value (see SoVRMLNavigationInfo).


๐ŸŒธ fieldOfView

The fieldOfView field specifies a preferred minimum viewing angle from this viewpoint in radians. A small field of view roughly corresponds to a telephoto lens; a large field of view roughly corresponds to a wide-angle lens. ๐Ÿ“ธ

The field of view shall be greater than zero and smaller than . (Yes, the number is justโ€ฆ missing there in the original. I'm not inventing it for you, bestie. ๐Ÿ™ˆ)

The value of fieldOfView represents the minimum viewing angle in any direction axis perpendicular to the view. For example, a browser with a rectangular viewing projection shall have the following relationship:

display width    tan(FOVhorizontal/2)
-------------- = -----------------
display height   tan(FOVvertical/2)

where the smaller of display width or display height determines which angle equals the fieldOfView (the larger angle is computed using the relationship described above). The larger angle shall not exceed and may force the smaller angle to be less than fieldOfView in order to sustain the aspect ratio.


๐Ÿฆ‹ description

The description field specifies a textual description of the Viewpoint node. This may be used by browser-specific user interfaces. If a Viewpoint's description field is empty it is recommended that the browser not present this Viewpoint in its browser-specific user interface. (Empty description? Then it's giving invisible. ๐Ÿ’€)


โœจ the #ViewpointName URL syntax

The URL syntax ".../scene.wrl#ViewpointName" specifies the user's initial view when loading "scene.wrl" to be the first Viewpoint node in the VRML file that appears as DEF ViewpointName Viewpoint {...}. This overrides the first Viewpoint node in the VRML file as the initial user view, and a set_bind TRUE message is sent to the Viewpoint node named "ViewpointName".

If the Viewpoint node named "ViewpointName" is not found, the browser shall use the first Viewpoint node in the VRML file (i.e. the normal default behaviour). The URL syntax "#ViewpointName" (i.e. no file name) specifies a viewpoint within the existing VRML file. If this URL is loaded (e.g. Anchor node's url field or loadURL() method is invoked by a Script node), the Viewpoint node named "ViewpointName" is bound (a set_bind TRUE event is sent to this Viewpoint node).


โš ๏ธ the chaotic parts

The results are undefined if a Viewpoint node is bound and is the child of an LOD, Switch, or any node or prototype that disables its children. Do not do this. I'm begging. ๐Ÿ˜ญ

If a Viewpoint node is bound that results in collision with geometry, the browser shall perform its self-defined navigation adjustments as if the user navigated to this point (see SoVRMLCollision).


๐ŸŽ€ Constructor & Destructor Documentation ๐ŸŽ€

๐Ÿ’– SoVRMLViewpoint::SoVRMLViewpoint (void )

Constructor. It constructs. That's the whole thing. โœจ

๐Ÿ’– SoVRMLViewpoint::~SoVRMLViewpoint () [protected], [virtual]

Destructor. Protected and virtual, so it's doing its own little thing on the way out. ๐Ÿ‘‘

โœจ Member Function Documentation โœจ

๐Ÿ’… SoType SoVRMLViewpoint::getTypeId (void ) const [virtual]

Okay bestie, this one hands you back the type ID of any object that inherits from SoBase. What's it for? Run-time type checking and "downward" casting โ€” i.e. peeking at what something actually is before you treat it like a specific subclass. It's giving โœจsafetyโœจ.

Usage example, straight up:

void foo(SoNode * node)
{
  if (node->getTypeId() == SoFile::getClassTypeId()) {
    SoFile * filenode = (SoFile *)node;  // safe downward cast, knows the type
  }
}

See how the check happens first and then the cast? That's the whole point โ€” the cast is only safe because we already know the type. ๐Ÿซถ

Now, for the application programmers out there who want to extend the library with new nodes, engines, nodekits, draggers or whatever else: this method needs to be overridden in all subclasses. Every single one, no skipping ๐Ÿ™ˆ. 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 (that's SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on.

Wanna know more about writing Coin extensions? Go read the class documentation of the toplevel superclasses for the various class groups. Very much iykyk territory. ๐Ÿ’œ

Implements SoBase.


๐ŸŒธ const SoFieldData * SoVRMLViewpoint::getFieldData (void ) const [protected], [virtual]

Returns a pointer to the class-wide field data storage object for this instance. And if there are no fields present at all? It returns NULL. That's it, that's the whole vibe. โœจ

Reimplemented from SoFieldContainer.


๐Ÿ”ฅ void SoVRMLViewpoint::GLRender (SoGLRenderAction * action) [virtual]

This is the action method for the SoGLRenderAction โ€” aka the one that gets called during rendering traversals. So if a node influences the rendering state in any way, or if it wants to throw geometry primitives at OpenGL, it overrides this method. Main character energy, honestly. ๐Ÿ‘‘

Reimplemented from SoNode.


๐ŸŽ€ Member Data Documentation ๐ŸŽ€

  • SoSFVec3f SoVRMLViewpoint::position โ€” the viewpoint position. Default value is (0, 0, 0). So by default, bestie is standing right at the origin. ๐ŸŒˆ
  • SoSFRotation SoVRMLViewpoint::orientation โ€” the camera orientation. By default the camera is aligned along the negative z-axis. No cap. ๐Ÿ“ท
  • SoSFFloat SoVRMLViewpoint::fieldOfView โ€” the field of view. Default value is PI/4. ๐Ÿ“
  • SoSFString SoVRMLViewpoint::description โ€” a textual viewpoint description. Is empty by default. So you can name your view, but nobody's forcing you. ๐Ÿฆ‹
  • SoSFBool SoVRMLViewpoint::jump โ€” Jump TRUE/FALSE. Literally just that. ๐Ÿ’…
  • SoSFBool SoVRMLViewpoint::set_bind [protected] โ€” an eventIn that is used to bind the viewpoint. ๐ŸŽ€
  • SoSFTime SoVRMLViewpoint::bindTime [protected] โ€” an event out that is sent when the viewpoint is bound. โฐ
  • SoSFBool SoVRMLViewpoint::isBound [protected] โ€” an event out that is sent when the viewpoint is bound/unbound. She's keeping you posted either way. ๐Ÿ’–

๐Ÿ‘‘ Author ๐Ÿ‘‘

Generated automatically by Doxygen for Coin from the source code. Not a human, not a vibe curator, just Doxygen doing its little thing. ๐Ÿค–โœจ


And that's a wrap on SoVRMLViewpoint(3), bestie!! This page came from Coin, Version 3.1.3, and it's dated SoVRMLViewpoint(3) โ€” go forth and viewpoint responsibly. Mwah. ๐Ÿ’…๐Ÿ’–๐ŸŽ€

๐Ÿ“ฆ where this page comes from