SoShadowDirectionalLight(3)

πŸ“¦
version 4.0.10 Β· 4 versions
, in fedora 43, fedora 44

πŸ’– SoShadowDirectionalLight πŸ’–

okay so bestie, welcome to the Coin manpage for SoShadowDirectionalLight β€” section 3, SoShadowDirectionalLight(3), iykyk ✨


✨ NAME ✨

SoShadowDirectionalLight β€” the class that is a node for setting up a directional light which casts shadows. yeah. a light. that throws shadows. it's giving main character energy and honestly? it ate πŸ’…


πŸ¦‹ SYNOPSIS πŸ¦‹

#include <Inventor/annex/FXViz/nodes/SoShadowDirectionalLight.h>

Inherits SoDirectionalLight. (so it's got the whole directional light family tree behind it, periodt 🌸)


🌟 Public Member Functions 🌟

  • virtual SoType getTypeId (void) const
  • SoShadowDirectionalLight (void)
  • virtual void GLRender (SoGLRenderAction *action)

πŸ’œ Public Member Functions inherited from SoDirectionalLight πŸ’œ

  • SoDirectionalLight (void)

🌈 Public Member Functions inherited from SoLight 🌈

  • virtual void callback (SoCallbackAction *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=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 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)
  • 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

πŸŽ€ Public Member Functions inherited from SoFieldContainer πŸŽ€

  • 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 🫢

  • 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 β€” hands you back TRUE if the type of this object is either of the same type, or inherited from type. like, is it one of us or does it descend from us, bestie πŸ’–
  • 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’…

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

🌸 Static Public Member Functions inherited from SoDirectionalLight 🌸

  • static SoType getClassTypeId (void)
  • static void initClass (void) β€” sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. the whole welcome-wagon moment for the class ✨

πŸ¦„ Static Public Member Functions inherited from SoLight πŸ¦„

  • static SoType getClassTypeId (void)
  • static void initClass (void) β€” sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. same vibe, different ancestor πŸ’œ

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

  • 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) β€” sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. yes it's the same speech every time, it's a family tradition at this point 😭
  • 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)

🌈 Static Public Member Functions inherited from SoFieldContainer 🌈

  • static void initClass (void) β€” sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. iconic behaviour tbh
  • static SoType getClassTypeId (void) β€” this static method returns the SoType object associated with objects of this class. it's the class's little name tag πŸŽ€
  • 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’€

  • static void initClass (void) β€” sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. (say it with me now πŸ—£οΈ)
  • static SoType getClassTypeId (void) β€” this static method returns the SoType object associated with objects of this class. the name tag again, bestie
  • 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‘‘

  • SoSFNode shadowMapScene
  • SoSFFloat maxShadowDistance
  • SoSFVec3f bboxCenter
  • SoSFVec3f bboxSize

πŸ’– Public Attributes inherited from SoDirectionalLight πŸ’–

  • SoSFVec3f direction

✨ Public Attributes inherited from SoLight ✨

  • SoSFBool on
  • SoSFFloat intensity
  • SoSFColor color

🧚 Protected Member Functions 🧚

  • virtual const SoFieldData * getFieldData (void) const
  • virtual ~SoShadowDirectionalLight ()

πŸ“ Protected Member Functions inherited from SoDirectionalLight πŸ“

  • virtual ~SoDirectionalLight ()

🌸 Protected Member Functions inherited from SoLight 🌸

  • SoLight (void)
  • virtual ~SoLight ()

⭐ Protected Member Functions inherited from SoNode ⭐

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

πŸŽ€ Protected Member Functions inherited from SoFieldContainer πŸŽ€

  • SoFieldContainer (void)
  • virtual ~SoFieldContainer ()

πŸ’œ Protected Member Functions inherited from SoBase πŸ’œ

  • 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)

πŸ¦‹ Static Protected Member Functions πŸ¦‹

  • static const SoFieldData ** getFieldDataPtr (void)

🌟 Static Protected Member Functions inherited from SoDirectionalLight 🌟

  • static const SoFieldData ** getFieldDataPtr (void)

🌈 Static Protected Member Functions inherited from SoLight 🌈

  • static const SoFieldData ** getFieldDataPtr (void)

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

  • 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 🎁

🌸 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, COIN_4_0 = 0x20000 }

πŸ’… Protected Types inherited from SoBase πŸ’…

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

πŸŽ€ Protected Attributes inherited from SoNode πŸŽ€

  • SbUniqueId uniqueId

✨ Protected Attributes inherited from SoFieldContainer ✨

  • SbBool isBuiltIn

⭐ Static Protected Attributes inherited from SoNode ⭐

  • static SbUniqueId nextUniqueId = 1
  • static int nextActionMethodIndex = 0

✨ Detailed Description ✨

Okay so bestie, listen up πŸ’– The SoShadowDirectionalLight class is a node for setting up a directional light which casts shadows. Iconic, right?

Here's the tea πŸ«– β€” directional lights usually affect everything, but it is not always feasible to use one shadow map for the entire scene graph. So this node has some extra features to work around that. Very main character of it.

It calculates the intersection between the current view volume and either the scene bounding box, or the bounding box provided in this node. The shadows are only calculated for this volume. Which means β€” and this is the slay part β€” you'll get more detailed shadows as you zoom in on items in the scene graph. πŸ”βœ¨

In addition, you can set the maximum distance from the camera which will be shaded with shadows. Think of this as a new far plane for the camera which only affects shadows. Lowkey genius.

As with SoShadowSpotLight, it's possible to optimize further by setting your own shadow caster scene graph in the shadowMapScene field. Ngl, that's for when you're feeling extra πŸ’…

The example scene graph below demonstrates how you can use this node to create shadows on a large number of objects, and still get decent precision when zooming in. To further reduce the volume covered by the shadow map, you can set maxShadowDistance to some number > 0. This is the distance from the camera where shadows will be visible.

DirectionalLight {
   direction 0 0 -1
   intensity 0.2
}

ShadowGroup {
  quality 1 # to get per pixel lighting
  precision 1

  ShadowDirectionalLight {
    direction 1 1 -1
    intensity 0.8
    # enable this to reduce the shadow view distance
    # maxShadowDistance 200
  }

  # 900 cubes spaced out over a fairly large area
  Array {
    origin CENTER
    numElements1 30
    numElements2 30
    numElements3 1
    separation1 20 0 0
    separation2 0 20 0
    separation3 0 0 0

    Material { diffuseColor 1 0 0 specularColor 1 1 1 }
    Cube { width 4 height 4 depth 4 }
  }

  # a chess board
  Coordinate3 { point [ -400 -400 -3, 400 -400 -3, 400 400 -3, -400 400 -3 ] }
  Material { specularColor 1 1 1 shininess 0.9 }
  Complexity { textureQuality 0.1 }
  Texture2 { image 2 2 3 0xffffff 0x225588 0x225588 0xffffff }
  Texture2Transform { scaleFactor 20 20 }
  FaceSet { numVertices 4 }
}

Since

Coin 3.0 β€” she's been around, and she's been that girl since day one 🌈⭐


πŸŽ€ Constructor & Destructor Documentation πŸŽ€

SoShadowDirectionalLight::SoShadowDirectionalLight (void )

Constructor. It's giving new-beginning energy πŸ¦‹

SoShadowDirectionalLight::~SoShadowDirectionalLight () [protected], [virtual]

Destructor. Saying bye bestie 😭


🌸 Member Function Documentation 🌸

SoType SoShadowDirectionalLight::getClassTypeId (void ) [static]

This static method returns the SoType object associated with objects of this class. Basically the class's own little ID card πŸͺͺ✨

SoType SoShadowDirectionalLight::getTypeId (void ) const [virtual]

Returns the type identification of an object derived from a class inheriting SoBase. This is used for runtime type checking and "downward" casting. Iykyk β€” it's how the library checks who's who at the party πŸ”

Reimplemented from SoDirectionalLight.

const SoFieldData ** SoShadowDirectionalLight::getFieldDataPtr (void ) [static], [protected]

This API member is considered internal to the library, as it is not likely to be of interest to the application programmer. πŸ™ˆ (so don't come for her, she's just doing her job internally)

Returns the SoFieldData class which holds information about fields in this node.

const SoFieldData * SoShadowDirectionalLight::getFieldData (void ) const [protected], [virtual]

Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL. Very "if you have nothing to show, show nothing" πŸ’€

Reimplemented from SoDirectionalLight.

void SoShadowDirectionalLight::initClass (void ) [static]

(No blurb for this one in the source β€” she's mysterious, we respect that 🫢)

void SoShadowDirectionalLight::GLRender (SoGLRenderAction * action) [virtual]

Action method for the SoGLRenderAction.

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. She's out here literally throwing shapes at OpenGL πŸ”₯πŸ’…

Reimplemented from SoDirectionalLight.

🧚 Member Data Documentation 🧚

  • SoSFNode SoShadowDirectionalLight::shadowMapScene β€” The shadow map scene graph. If this is NULL (the default), the node will behave as a normal SoDirectionalLight node. Default behavior = no drama, no shadows, just vibes ✨
  • SoSFFloat SoShadowDirectionalLight::maxShadowDistance β€” The maximum distance (from the camera) that we'll see shadows from this light source.
  • SoSFVec3f SoShadowDirectionalLight::bboxCenter β€” Can be used to specify the volume that should be used for calculating the resulting shadow volume.
  • SoSFVec3f SoShadowDirectionalLight::bboxSize β€” Can be used to specify the volume that should be used for calculating the resulting shadow volume.

πŸ‘‘ Author πŸ‘‘

Generated automatically by Doxygen for Coin from the source code. Not a human, not a bestie, just a robot doing its thing πŸ€–βœ¨


And that's a wrap on SoShadowDirectionalLight(3), bestie β€” Version 4.0.10, dated Thu Jun 25 2026 00:00:00. Go forth and cast some gorgeous shadows, you absolute icon πŸ’–πŸ¦‹πŸ’…

πŸ“¦ where this page comes from