SoComplexity(3)
πΈ SoComplexity(3) πΈ
okay bestie, welcome to the Coin manual page for SoComplexity π it's giving "quality vs. performance, pick your fighter" and honestly? iconic. part 1 of 2, so hydrate before we start β¨
π NAME π
SoComplexity β the SoComplexity class is a node type which is used to set the trade-off between quality and performance. that's it, that's the whole job. she sets the vibes π
π¦ SYNOPSIS π¦
#include <Inventor/nodes/SoComplexity.h>
Inherits SoNode. so she's a node, she's got node energy, she's part of the family tree π³
π Public Types π
enum Type { OBJECT_SPACE = SoComplexityTypeElement::OBJECT_SPACE,
SCREEN_SPACE = SoComplexityTypeElement::SCREEN_SPACE, BOUNDING_BOX =
SoComplexityTypeElement::BOUNDING_BOX }
<h3>π Public Types inherited from SoNode π</h3>
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, COIN_4_0 = 0x20000 }
β¨ Public Member Functions β¨
here's what this girl can do π
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)
<h3>π Public Member Functions inherited from SoNode π</h3>
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 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)
SbUniqueId 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
<h3>π Public Member Functions inherited from SoFieldContainer π</h3>
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
<h3>π Public Member Functions inherited from SoBase π</h3>
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
and like, one lil' note that lives next to isOfType:
isOfType Returns TRUE if the type of this object is either of the same type or inherited from type.
π¦ Static Public Member Functions π¦
static SoType getClassTypeId (void)
static void initClass (void)
initClassβ Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. (she's doing the group project setup, no cap π«Ά)
<h3>π§ Static Public Member Functions inherited from SoNode π§</h3>
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 SbUniqueId 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)
initClassβ Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. same energy, different class π«
<h3>πΈ Static Public Member Functions inherited from SoFieldContainer πΈ</h3>
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)
initClassβ Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. yes bestie, again, it's a whole ritual πgetClassTypeIdβ This static method returns theSoTypeobject associated with objects of this class. the lil' name tag of the class, love that for her β¨
<h3>π Static Public Member Functions inherited from SoBase π </h3>
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)
initClassβ Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. (last one, promise π)getClassTypeIdβ This static method returns theSoTypeobject associated with objects of this class. yes, she has one too π
π Public Attributes π
the actual personality traits, if you will:
SoSFEnum type
SoSFFloat value
SoSFFloat textureQuality
π Protected Member Functions π
virtual const SoFieldData * getFieldData (void) const
virtual ~SoComplexity ()
<h3>π¦ Protected Member Functions inherited from SoNode π¦</h3>
SoNode (void)
virtual ~SoNode ()
virtual SbBool readInstance (SoInput *in, unsigned short flags)
<h3>π Protected Member Functions inherited from SoFieldContainer π</h3>
SoFieldContainer (void)
virtual ~SoFieldContainer ()
<h3>β Protected Member Functions inherited from SoBase β</h3>
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
virtual SoNotRec createNotRec (void)
β¨ Static Protected Member Functions β¨
static const SoFieldData ** getFieldDataPtr (void)
<h3>π§ Static Protected Member Functions inherited from SoNode π§</h3>
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)
<h3>π Static Protected Member Functions inherited from SoBase π</h3>
static uint32_t getCurrentWriteCounter (void)
static void staticDataLock (void)
static void staticDataUnlock (void)
π Additional Inherited Members π
<h3>π Protected Types inherited from SoBase π</h3>
enum BaseFlags { IS_ENGINE = 0x01, IS_GROUP = 0x02 }
<h3>π¦ Protected Attributes inherited from SoNode π¦</h3>
SbUniqueId uniqueId
<h3>π Protected Attributes inherited from SoFieldContainer π</h3>
SbBool isBuiltIn
<h3>π Static Protected Attributes inherited from SoNode π</h3>
static SbUniqueId nextUniqueId = 1
static int nextActionMethodIndex = 0
and that's the whole inheritance tree, bestie β every last inherited member accounted for, we left nothing out π
β¨ Detailed Description β¨
okay bestie, so SoComplexity is a node type that exists to set the trade-off between quality and performance. it's literally the vibe slider for your whole scene ποΈ
by inserting SoComplexity nodes into the scene graph, you get to control the accuracy by which complex shapes are rendered, and the quality of the texture mapping used for geometry in the scene. two-for-one deal, no cap 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. so likeβ¦ less detail, more speed. the trade is real πβοΈπ¨
and 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 just need it to move, not to be pretty 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. and by setting SoComplexity::textureQuality to a value of 0.0, you can also turn texture mapping completely off. bye textures, hello frames π
FILE FORMAT/DEFAULTS:
Complexity {
type OBJECT_SPACE
value 0.5
textureQuality 0.5
}
π Member Enumeration Documentation π
enum SoComplexity::Type
the available values for the SoComplexity::type field. choose your fighter β¨
Enumerator
OBJECT_SPACEβ use theSoComplexity::valuein calculations based on the geometry's size in world space 3D. classic, grounded, real-world energy πSCREEN_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. like, smart lazy. iconic πBOUNDING_BOXβ render further geometry in the scene graph as bounding boxes only, for super fast rendering. zoom zoom π
π Constructor & Destructor Documentation π
SoComplexity::SoComplexity(void)β constructor. it's giving new beginning πΈSoComplexity::~SoComplexity()[protected],[virtual]β destructor. it's giving closure π
π Member Function Documentation π
SoType SoComplexity::getClassTypeId(void)[static]β this static method returns theSoTypeobject associated with objects of this class. it's the class's little name tag π·οΈSoType SoComplexity::getTypeId(void) const[virtual]β returns the type identification of an object derived from a class inheritingSoBase. this is used for runtime type checking and "downward" casting. ImplementsSoBase.const SoFieldData ** SoComplexity::getFieldDataPtr(void)[static],[protected]β this API member is considered internal to the library, as it is not likely to be of interest to the application programmer. returns theSoFieldDataclass which holds information about fields in this node. ngl this one's for the library's eyes only πconst SoFieldData * SoComplexity::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, returnsNULL. Reimplemented fromSoFieldContainer.void SoComplexity::doAction(SoAction * action)[virtual]β this function performs the typical operation of a node for any action. the all-rounder fr fr. Reimplemented fromSoNode.void SoComplexity::callback(SoCallbackAction * action)[virtual]β action method forSoCallbackAction. simply updates the state according to how the node behaves for the render action, so the application programmer can use theSoCallbackActionfor extracting information about the scene graph. Reimplemented fromSoNode.void SoComplexity::getBoundingBox(SoGetBoundingBoxAction * action)[virtual]β action method for theSoGetBoundingBoxAction. 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. nodes influencing how geometry nodes calculate their bounding box also override this method to change the relevant state variables. Reimplemented fromSoNode. π¦void SoComplexity::GLRender(SoGLRenderAction * action)[virtual]β action method for theSoGLRenderAction. this is called during rendering traversals. nodes influencing the rendering state in any way or want to throw geometry primitives at OpenGL override this method. Reimplemented fromSoNode. throwing primitives at OpenGL is such a mood π₯void SoComplexity::pick(SoPickAction * action)[virtual]β action method forSoPickAction. does common processing forSoPickActionaction instances. Reimplemented fromSoNode.void SoComplexity::getPrimitiveCount(SoGetPrimitiveCountAction * action)[virtual]β action method for theSoGetPrimitiveCountAction. 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 calculate their primitive count also override this method to change the relevant state variables. Reimplemented fromSoNode.
β Member Data Documentation β
SoSFEnum SoComplexity::typeβ set rendering type. default value isSoComplexity::OBJECT_SPACE.SoSFFloat SoComplexity::valueβ complexity value, valid settings range from0.0(worst appearance, best performance) to1.0(optimal appearance, lowest rendering speed). default value for the field is0.5.
note that without anySoComplexitynodes in the scene graph, geometry will render as if there was aSoComplexitynode present withSoComplexity::valueset to1.0. so the default default is β¨max qualityβ¨, iykyk π
SoSFFloat SoComplexity::textureQualityβ sets the quality value for texture mapping. valid range is from0.0(texture mapping off, rendering will be much faster for most platforms) to1.0(best quality, rendering might be slow).
the same value for this field on different platforms can yield varying results, depending on the quality of the underlying rendering hardware. so like, your mileage may literally vary bestie π«Ά
note that this field influences the behavior of theSoTexture2node, not the shape nodes. there is an important consequence of this that the application programmer need to know about: you need to insert yourSoComplexitynode(s) before theSoTexture2node(s) in the scene graph for them to have any influence on the textured shapes. order matters, periodt π
π§ Author π§
generated automatically by Doxygen for Coin from the source code. it literally wrote itself, main character energy β¨
and that's the whole page, bestie!! π this was SoComplexity(3) from Coin, version 4.0.10, dated Thu Jun 25 2026 00:00:00. go forth and complexity-slide responsibly, love u, bye ππ¦πΈ
π¦ where this page comes from
- fedora 43: Coin4-devel 4.0.10-1.fc43 Β· BSD-3-Clause AND GPL-3.0-or-later
- fedora 43: Coin4-devel 4.0.10-1.fc43 Β· BSD-3-Clause AND GPL-3.0-or-later
- fedora 44: Coin4-devel 4.0.10-1.fc44 Β· BSD-3-Clause AND GPL-3.0-or-later
- fedora 44: Coin4-devel 4.0.10-1.fc44 Β· BSD-3-Clause AND GPL-3.0-or-later
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms