SoShadowSpotLight(3)

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

πŸ’– SoShadowSpotLight(3) β€” Coin πŸ’–

okay bestie, this is part 1 of the SoShadowSpotLight(3) manual page from Coin. We're folding the manual name in right here so nobody loses the plot. It's giving shadow-casting spotlight, and we're about to read every signature like it's the group chat. No skipping, no cap. ✨


✨ NAME ✨

SoShadowSpotLight β€” the SoShadowSpotLight class is a node for setting up a spot light which casts shadows. That's the whole assignment, and it ate. πŸ’‘

✨ SYNOPSIS ✨

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

Inherits SoSpotLight.

πŸ’… Public Member Functions πŸ’…

  • virtual SoType getTypeId (void) const β€” returns the type id, bestie.
  • SoShadowSpotLight (void) β€” the constructor. Make a new shadow spotlight.
  • virtual void GLRender (SoGLRenderAction *action) β€” does the GLRender thing during SoGLRenderAction.

🌸 Public Member Functions inherited from SoSpotLight 🌸

  • SoSpotLight (void) β€” inherited constructor energy.

🌸 Public Member Functions inherited from SoLight 🌸

  • virtual void callback (SoCallbackAction *action) β€” inherited callback.

🌸 Public Member Functions inherited from SoNode 🌸

All of these come straight from SoNode, signatures exactly:

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

🌸 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=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
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

Tiny note for the isOfType one: it returns TRUE if the type of this object is either of the same type or inherited from type. Slay. βœ…

πŸ’… Static Public Member Functions πŸ’…

  • static SoType getClassTypeId (void) β€” static class type id.
  • static void initClass (void) β€” static init.

🌸 Static Public Member Functions inherited from SoSpotLight 🌸

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

initClass sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. Periodt.

🌸 Static Public Member Functions inherited from SoLight 🌸

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

Same initClass explanation: sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system.

🌸 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 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)

The initClass here also sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system.

🌸 Static Public Member Functions inherited from SoFieldContainer 🌸

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)

Notes, bestie: initClass sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. And getClassTypeId is the static method that returns the SoType object associated with objects of this class. πŸ’…

🌸 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 *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)

Again: initClass does the common initialization thing for the Coin type system. getClassTypeId returns the SoType object associated with objects of this class. Iconic. ✨

πŸ’… Public Attributes πŸ’…

  • SoSFNode shadowMapScene β€” shadow map scene.
  • SoSFFloat nearDistance β€” near distance.
  • SoSFFloat farDistance β€” far distance.

🌸 Public Attributes inherited from SoSpotLight 🌸

  • SoSFVec3f location
  • SoSFVec3f direction
  • SoSFFloat dropOffRate
  • SoSFFloat cutOffAngle

🌸 Public Attributes inherited from SoLight 🌸

  • SoSFBool on
  • SoSFFloat intensity
  • SoSFColor color

πŸ’… Protected Member Functions πŸ’…

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

🌸 Protected Member Functions inherited from SoSpotLight 🌸

  • virtual ~SoSpotLight ()

🌸 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)

🌸 Protected Member Functions inherited from SoFieldContainer 🌸

  • SoFieldContainer (void)
  • virtual ~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
  • virtual SoNotRec createNotRec (void)

πŸ’… Static Protected Member Functions πŸ’…

  • static const SoFieldData ** getFieldDataPtr (void)

🌸 Static Protected Member Functions inherited from SoSpotLight 🌸

  • static const SoFieldData ** getFieldDataPtr (void)

🌸 Static Protected Member Functions inherited from SoLight 🌸

  • 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)

πŸ’… Additional Inherited Members πŸ’…

🌸 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 }

🌸 Protected Types inherited from SoBase 🌸

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

🌸 Protected Attributes inherited from SoNode 🌸

  • SbUniqueId uniqueId

🌸 Protected Attributes inherited from SoFieldContainer 🌸

  • SbBool isBuiltIn

🌸 Static Protected Attributes inherited from SoNode 🌸

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

to be continued in part 2... πŸ’–

✨ DESCRIPTION ✨

okay bestie, listen up πŸ’– the SoShadowSpotLight class is a node for setting up a spot light which casts shadows. that's the whole gig. main character behavior only πŸ”₯

this node can be used instead of a normal spot light if you need to improve the performance by supplying a simplified scene graph to be used when rendering the shadow map(s). for instance, the shadow map scene graph doesn't need any textures or materials, and any non-casters can also be excluded from this scene graph. it's more optimal to use this node than to use the SoShadowStyle node to control this, at the cost of some extra application complexity. tradeoffs, we love them πŸ’…

it's especially useful if you have a scene with few shadow caster nodes and lots of shadow receiver nodes. like, exactly that vibe. πŸ¦‹

currently, this node must be placed somewhere in the SoShadowGroup subgraph to cast shadows. no exceptions, no shortcuts, periodt. πŸ‘‘

🌸 FILE FORMAT/DEFAULTS 🌸

ShadowSpotLight {
  shadowMapScene NULL
  nearDistance -1
  farDistance -1
}

here is the example from SoShadowGroup, modified to use SoShadowSpotLight instead of a normal SoSpotLight. notice that only the sphere casts shadows. πŸ‘€

DirectionalLight { direction 0 0 -1 intensity 0.2 }

ShadowGroup {
  quality 1 # to get per pixel lighting

  ShadowSpotLight {
    location -8 -8 8.0
    direction 1 1 -1
    cutOffAngle 0.35
    dropOffRate 0.7

    shadowMapScene
    DEF sphere Separator {
        Complexity { value 1.0 }
        Material { diffuseColor 1 1 0 specularColor 1 1 1 shininess 0.9 }
        Shuttle { translation0 -3 1 0 translation1 3 -5 0 speed 0.25 on TRUE }
        Translation { translation -5 0 2 }
        Sphere { radius 2.0 }
      }
  }
  # need to insert the sphere in the regular scene graph as well
  USE sphere

  Separator {
    Material { diffuseColor 1 0 0 specularColor 1 1 1 shininess 0.9 }
    Shuttle { translation0 0 -5 0 translation1 0 5 0 speed 0.15 on TRUE }
    Translation { translation 0 0 -3 }
    Cube { depth 1.8 }
  }
  Separator {
    Material { diffuseColor 0 1 0 specularColor 1 1 1 shininess 0.9 }
    Shuttle { translation0 -5 0 0 translation1 5 0 0 speed 0.3 on TRUE }
    Translation { translation 0 0 -3 }
    Cube { }
  }

  Coordinate3 { point [ -10 -10 -3, 10 -10 -3, 10 10 -3, -10 10 -3 ] }
  Material { specularColor 1 1 1 shininess 0.9 }

  Complexity { textureQuality 0.1 }
  Texture2 { image 2 2 3 0xffffff 0x225588 0x225588 0xffffff }
  Texture2Transform { scaleFactor 4 4 }
  FaceSet { numVertices 4 }
}

⭐ Since ⭐

Coin 3.0 🌈


πŸŽ€ Constructor & Destructor Documentation πŸŽ€

SoShadowSpotLight::SoShadowSpotLight (void )

constructor. it makes the thing. ✨

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

destructor. it un-makes the thing. πŸ’€ (it's protected, so bestie, that's a library-internal situation, iykyk)


πŸ’œ Member Function Documentation πŸ’œ

SoType SoShadowSpotLight::getClassTypeId (void ) [static]

this static method returns the SoType object associated with objects of this class. it's the "what am i" of classes fr fr 🫢

SoType SoShadowSpotLight::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. so when you need to be like "wait, are you actually one of these?" β€” this is how you find out. πŸ”

Reimplemented from SoSpotLight.

const SoFieldData ** SoShadowSpotLight::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 like it's there, but it's not for you, babe.

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

const SoFieldData * SoShadowSpotLight::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. 😭

Reimplemented from SoSpotLight.

void SoShadowSpotLight::initClass (void ) [static]

(no description given, she's mysterious like that πŸ’…)

void SoShadowSpotLight::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. so if you're a node and you got opinions about the render, this is your moment to shine ✨

Reimplemented from SoSpotLight.

πŸ¦‹ Member Data Documentation πŸ¦‹

  • SoSFNode SoShadowSpotLight::shadowMapScene β€” the shadow map scene graph. if this is NULL (the default), the node will behave as a normal SoSpotLight node. no shadow map shenanigans, just regular spot light energy.
  • SoSFFloat SoShadowSpotLight::nearDistance β€” can be used to set a fixed near distance for this spot light. the value in this field will be used if it is set to > 0.0. default value is -1.0. πŸ“
  • SoSFFloat SoShadowSpotLight::farDistance β€” can be used to set a fixed far distance for this spot light. the value in this field will be used if it is set to > 0.0. default value is -1.0. πŸ“

🌈 Author 🌈

generated automatically by Doxygen for Coin from the source code. (yes bestie, a robot wrote this, and it ate πŸ€–πŸ’–)


okay that's the whole page, we did it!! πŸŽ‰ this was Version 4.0.10, dated Thu Jun 25 2026 00:00:00, and it lives at SoShadowSpotLight(3) β€” go forth and cast those shadows, you gorgeous genius πŸ‘‘πŸŒΈπŸ’…

πŸ“¦ where this page comes from